Reviews from R'lyeh

Millenarian Mayhem

In the beginning the Immortal made the world and all that was in it. Then made strife by bringing the Amortines, the first beings into the world. They hated their father and two of their number strangled him, and so brought another god into the world, Destruction. Yet the Amortines danced and procreated in their victory, and so begat the Lamentides, the dreadful sons, and the Allurimorns, the sublime daughters, and they in turn begat their own children, the Dreads and the Sublimes. When their passions grew too wild, Life and Death, the eldest of the Allurimorns and Lamentides, invited them all to a great banquet in Heall where they captured them and sealed them in Life’s urns. It is said that when the Amortines’ prodigy escape their prisons and are once again abroad in the world, then the Last Day will begin in earnest. In Painyme, it is both said and feared that this day draws close, for Death has already closed the First Gate to Heall and turned the dead away, leaving the unquiet dead to wander… Five of the twelve border kingdoms surrounding have been consumed by the Weald surrounding the Petty Baronies before the great city of Assartum, home to the Ecclesiarch, His Excellency Boniface Pontfex IV. A crusade has been declared against the Traitor Gods and the Templars have already killed their first Traitor God. Day by day, more and more heretics give themselves up to or are thrown on the Pyre, but even those who have been given a chance for absolution for their heresies upon joining a guild by the Church of the Divine Corpse are being tempted once again by the gifts that Traitor Gods promise. Just as those who seek absolution join guilds for the safety in numbers they offer, so too do those who accept such gifts join cults for the protection they offer.

This is the set-up for Doomsong, an eschatological, pre-apocalyptic roleplaying game of heretical temptation and divine punishment and survival horror. Published by Cæsar Ink., it is described as a ‘Roleplay Macabre’, which places it in the ‘grim dark’ genre. The players roleplay characters who have either committed heresy by accepting a gift from one of the Traitor Gods or have committed various crimes, and sort absolution by joining a guild, or joined a guild to serve. The guilds can be gravediggers’ guilds, philosophers’ guilds, signmakers’ guilds, ratcatchers’ guilds, woodcutters’ guilds, and Wyccefinders’ guilds. Understandably, gravediggers’ guilds have become common since the First Gate to Heall was closed. Members of the Wyccefinders’ Guilds are allowed to truck with the Dread or the Sublime in return for the Occult abilities they grant, but this does not mean they will be absolved. Over the course of the game, the Player Characters will work to achieve their aims, serve their guild, avoid being accused of heresy, and if they do give into the temptation of the Traitor Gods’ gifts, keeping them hidden.

Prior to character generation, the players decide upon the nature of their characters’ guild and what it does. The guild is the focus of the campaign and provides a ready source of NPCs in the form of guild officers (positions which the Player Characters can also fill), equipment as well as a base of operations, and when the Player Characters begin recruiting, replacement Player Characters. In addition, the players, their characters, and their guild will have access to a calendar which can be used to track days, particularly the holy days and holidays, as well as the progress of any wounds that have to heal, activities that the Player Characters might want to do day-by-day, including cooking, crafting, foraging, keeping watch, engaging in a hobby, recruiting, working on a project, and more. It also includes Advancement, the spending of Experience Points followed by a Player Character training, the result of which is primarily random.

A Player Character in Doomsong is defined by his Origins and his Traits, and the path by which he came to be a member of the Guild. In combat, he also has Toughness and Footing. Toughness represents how difficult it is to harm the Player Character, whilst Footing is expended to defend against attacks. In addition, he will have Protection if he wears armour, which adds to his Toughness. If a Player Character is very lightly defined, the creation process does a lot of heavy lifting in adding depth to him. It uses a lifepath system which first gives him an Origin and then takes him through his youth to adulthood and perhaps beyond, pushing him towards the decision to join the Guild. At the end he will likely be presented with a choice between giving himself up to the Pyre or joining the Guild. The former means being burnt as a heretic, whilst the latter gives him protection from the ecclesiastical authorities and a possible path to redemption.

There are six Origins—‘Wild Thing’, ‘Guttersnipe’, ‘Farming Family’, ‘Middle Class’, ‘Wealthy Elite’, and ‘Star-Crossed Babe’ and multiple options in the Lifepath. Each step in the Lifepath process gives a player a choice of traits to pick from, a table of events with entries that will give him another trait or an exit to another step. Some entries determine a particular aspect about the Player Character, most represent jobs of some kind, others might give the gift of a relic, whilst others will tempt a Player Character into acts of heresy that will lead either to the Pyre or the Guild. The process is relatively quick and definitely easy—and it has to be. Player Characters are fragile. Life in Doomsong is short, brutal, and bloody. In other words, they die fast and they are fast replaced. What is interesting here is how it feels, which is like a cross between the complete career path for a Warhammer Fantasy Roleplay Player Character and Player Character creation for Traveller, but done at a gallop!

Name: Maub
Toughness 4 Footing 4 Protection 0
TRAITS
Wealdean, Tracker, Swift-footed, Avowed, Ruthless
ABILITIES
Canine Familiar
ORIGIN – Welcome, stranger. The Guild takes anyone seeking sanctuary within its walls. We have high-born and low, the scum of the earth and those who would turn their backs on the dull existence of daily life. Whatever has brought you here will not surprise us.
WEALD – Growing up beyond the border castles brought as much peculiar freedom as it did danger. Concepts like law and ownership were foreign to you.
THIEF TAKER – You were tasked with hunting criminals to the Petty Baronies and beyond.
JUSTICE – A stony voice commanded you use the blood of a foe to daub your hate on unworked stone.
DO YOUR DUTY – Those who join the Guild for selfless reasons are its greatest and most ill-spent asset.
JOIN THE GUILD – You stood at the threshold of the Guild, throwing the rest of your life away to the vagaries of fate. Whether you felt relief or fear when they accepted you, we do not know.

Mechanically, Doomsong is relatively simple. To have his character succeed at a Standard Check, a player rolls a single six-sided die and attempts to roll five or more. A Player Character’s traits, equipment, conditions, and allies can add modifiers, ranging from ‘-1’ and Hindering to ‘+3’ and Defining and Perfect, though the latter is rare. If the task is Focused, then the player rolls two six-sided dice and keeps the highest, but if Hasty, the player rolls two six-sided dice and keeps the lowest. If the result is under the target number, the Player Character has failed with cost; if equal to the Target Number, it is success with a cost; and if over the Target Number, it is a straightforward success.

In addition, a player can choose to flip the Doomcoin (an ordinary coin will do, but the roleplaying game does have its own coin as an accessory). If the result of the flip of the Doomcoin is a Skull, the result of the Standard Check is one step worse, but one step better if result of the flip of the Doomcoin is a Crest. Either way, this is the only means by which a Player Character can achieve a critical success or a critical failure. Further, once flipped, the player keeps the Doomcoin in front of him. His character is now doomed and the Game Master can force the player to flip it on any test, but can only do this once. It then passes back to the Game Master and can be picked up by another player. Whatever the result, failure is permanent and the task cannot be reattempted; the cost of failure is permanent; critical results are spectacular; and a Player Character with a particular skill or trait does not fail because of a lack of knowledge or expertise, but because of the uncertainty of the situation.

Combat is slightly more complex. Each Player Character has two actions in a round represented by two six-sided dice, or Action Dice, whilst NPCs have one action and thus one six-sided die. At the start of the round, each player sets his character’s Action Dice according to the actions that he wants him to take. He will set an Action Die at one if he wants his character to ‘Aid’ another or ‘Draw’ gear; at three if he wants his character to carry out a ‘Light Strike’ or hasty attack with a non-heavy weapon or ‘Recover’ and regain Footing; or to five if he wants his character to perform a ‘Heavy Strike’, a focused attack with a non-light weapon or ‘Set Up’ a ‘Standard Action’ or ‘Standard Strike’ whose trigger the player can also establish. There are two Actions per die face and a player is free to choose from them as he wishes, even performing the same action twice, though the same weapon cannot be used for more than a single attack in a round. The Game Master counts up from lowest numbered to the highest, from one to six, completing all of the actions for one face of the die before moving onto the next. Ideally, this is set up with each player placing his two dice on the two choices he has made in the Action Block on his character sheet.

The actual attack roll in Doomsong is not treated as a Standard Check, but a Special Check. The difficulty number varies, being based on the defender’s Toughness, which can be modified by his player or the Game Master spending Footing to have his character or NPC dodge or block the attack. As with Standard Checks, the results be under, equal to, or over the difficulty number. If under, the attacker is off-balance and will lose Footing; if equal, the attacker delivers a graze and will also lose Footing, whilst the defender will lose Toughness; and if over, the attacker will inflict more damage, reducing the defender’s Tougher even more, as well as inflicting other effects, depending upon the weapon type used in the attack. For example, a bludgeoning attack might leave the defender staggered, battered, or with a smashed face, whilst a slashing attack might leave the defender grazed, scarred, or with a sliced face. Flips of the Doomcoin can also increase the result of an attack roll and potentially inflict even greater damage.

In terms of background, Doomsong provides details of the ecclesiastical calendar of Painmye, along with overviews of its geography and social hierarchy, and also the hierarchy of the Church of the Divine Corpse. The most attention is paid to its pantheon of The Immortal and The Immortal’s misbegotten progeny, detailing each of his children and his children’s children and so on, including their prayers and the cults devoted to each of them. Twelve of the Traitor Gods—Chance, Feast, Frenzy, Honour, Hope, Justice, Oblivion, Panic, Perception, Rot, Toil, and Vorcacity—grant occult gifts to their followers and so give the opportunity for the tempted to become a Wycce, an agent of one of the Traitor Gods. Familiars—canine, laceworker, or rat—are the most recognisable of the occult abilities granted by the Traitor Gods. For example, the Sublime called Feast gives his patronage to those that give generously to others, especially of their scraps of food, his familiars being vultures, boars and gowenflies, and his vow being to feed the hungry. In return for feeding the starving, his Wycces learn abilities such as ‘Attuned Forager’, enabling them to sense food stores, ‘Nature’s Bounty’ which cures food of any rot, or ‘Amphora of desire’, by which they can enchant a jug or bottle of alcohol that is so enticing, anyone who drinks it is likely to fall unconscious should he try to stop. All of the abilities have three and many actually have positive effects despite how the Church of the Divine Corpse might regard them.

In addition includes an extensive bestiary of NPCs and monsters. All have their own Action Blocks. Some of the NPCs are simple recruits to the Player Characters’ guild, but others include militia, assassins, duellists, templars, and more. There are stats for normal animals as well as familiars, and also the favoured children of the various Traitor Gods. For example, Laceworkers are favoured by Chance, preternaturally lucky (which means that when the Player Characters are confronted by them, the Game Master can force players to flip the Doomcoin, even their characters are not Doomed, and flip it a second time if it does not favour the Laceworkers) spiders that lay their eggs in partially consumed corpses that can later rise as a Husk of Chance. The Opri are associated with the Sublime Frenzy, birthed by her hatred of the Church of the Divine Corpse after the Ecclesiarch ordered the murder of sister, the Sublime Joy. The Opri hunt the pious and hunger for the bones of the holy, often desecrating churches and villages in the process, whilst their bite turns men into Opri-Falsere, servants that grow to look like the feline Opri with the passing of each full moon whilst dedicating their lives to them in secret. Given that the First Gate of Heall has been closed, it is no surprise that the Unquiet Dead are also detailed. The journey of both body and soul are described in detail, whilst there are descriptions of numerous types of the undead, all pleasingly different to that found in most other roleplaying games. Rounding out Doomsong is a selection of flora and fungi.

Physically, Doomsong is a stunning looking book. Black and white, but with grim and grimy artwork reminiscent of both Warhammer Fantasy Roleplay, First Edition and the Fighting Fantasy series. This should be no surprise that its artist also drew the illustrations for Themborne Games’ Escape the Dark Castle: The Game of Atmospheric Adventure and Escape the Dark Sector: The Game of Deep Space. The layout has an early modern look to it in terms of style and feel, whilst the book has pleasing physicality in that its jacket actually doubles as a Game Master reference, whilst the inside back cover actually has a pocket for the Doomcoin! Another interesting design choice is the use of colour, used in conjunction with the Traitor Gods as if they are offering something bright and enticing in comparison to the sackcloth and ashes that is the everyday existence of Painyme.

There can be no doubt that Doomsong is a fantastic looking book, one that reeks of desperation and fear in the face of an encroaching biblical Armageddon. Yet this is both a help and hindrance. A help because it imparts so much of the roleplaying game’s atmosphere and apocalyptic alarm, but a hindrance because it makes Doomsong look like a more complex and more daunting roleplaying game than it really is. It also hides some issues with Doomsong. One is that there is no advice for the Game Master on how to run the roleplaying game, whilst the other is that there is no discussion of what a Doomsong scenario or campaign looks like. There is the sperate campaign, Lord Have Mercy Upon Us, in which the Player Characters are members of a gravediggers’ guild helping to bury the multitudinous Unquiet Dead, and Doomsong leans that way in terms of a set-up, but that requires further purchase followed by long term play and commitment rather than enabling the Game Master and her group to play just from the core rulebook. Yet despite its mechanical simplicity, Doomsong is not suitable for inexperienced Game Masters given its lack of advice as to how the game runs, what a scenario looks like, and what a campaign looks like. Even an experienced Game Master will be challenged to set something up from scratch and whatever that is, it may not be what the designers intended to best showcase their design.

There is a piquant sense of epoch-ending trepidation and existential anxiety to Doomsong. It casts the Player Characters as heretics seeking absolution, but tempted time and time gain with occult gifts that in some cases might actually do some good, more than the simple, extremely fragile mortals that they are, are actually capable of, knowing that to give in to that temptation so is heresy once again. This is the core dilemma at the heart of the roleplaying, one that reeks of dread and despair that might yet be forestalled, but ultimately in Doomsong, leaves it to another book to really show the Game Master how that will play out in the short term, let alone the long term.

Winning is the Name of the Game

Subtitled ‘A Co-operate Roleplaying Game (with only one winner)’, Two Sides To The Coin is a light storytelling roleplaying game that can be pitched as ‘being like a LARP, but played at the table’. It is a simple game, best suited to one-shots and convention games in the players will roleplay through a particular story, whether that is robbing the train coming into town, stealing a painting before it can go on display at a museum, solving a murder at a country house, conduct peace negotiations, or surviving long enough being stalked by a monster from outer space which is slowly killing off your crewmates to escape the spaceship and escape certain death. It is played just like a standard roleplaying game with everyone sat round the table, roleplaying their characters as they work towards a shared objective, but played like a LARP—or ‘Live Action Roleplay’—in that every player and every character has multiple motives and personal objectives. Some in game, some out of game. Achieving some will score a player points at the end of the game, but achieving one, his character’s ‘Ulterior Motive’ will not only score the player more points, but will win him the game. Yes, this is a roleplaying game in which there is a winner, so it is unlike almost any other roleplaying game. However, the group’s overall objective must be completed as well for there to be a winner!
Two Sides To The Coin is published by Osprey Games, better known for its more traditional roleplaying games such as Hard City: Noir Roleplaying and Jackals – Bronze Age Fantasy Roleplaying, so it is different in comparison to the roleplaying games it usually publishes. To play the game, at least one eight-sided die is required as well as ten Coins per player and some pens and notepads, as the players will be passing notes back and forth between each other and themselves and the Narrator. (This aspect makes it more difficult to run online.) The Narrator will decide upon a scenario—there four included in the book—and decide what Motives use and negotiates with her players as to what Motives their characters will have for the scenario.

A Player Character is simply defined. He has eight stats. These are Academics, Alertness, Close Combat, Dexterity, Ranged Combat, Resolve, Social, and Streetwise. He has ten Coins, one Ulterior Motive, and six Lesser Motives. To create a character, a player divides thirty-five points between the eight stats and rolls randomly to determine what his character’s Lesser Motives. These are in game and out of game Motives. The Ulterior Motive is decided upon through negotiation between the player and Narrator to fit the set-up that the Narrator has created for her scenario.

Ruud van der Aar
Occupation: Fraud Investigator
Academics 5 Alertness 4 Close Combat 4 Dexterity 4
Ranged Combat 4 Resolve 5 Social 5 Streetwise 4
Coins OOOOOOOOOO
ULTERIOR MOTIVE
Prove that the painting is real, because you already replaced it with a forgery!
LESSER PLAYER MOTIVES
Get a player to give you something to drink
Get a player to say the word ‘umbrella’
Get a player to pass a note to you
LESSER CHARACTER MOTIVES
Get a character to sing something
Get a character to give your character something to eat
Get a character to lie to another character

Mechanically, Two Sides To The Coin is simple. To have his character undertake an action, his player rolls an eight-sided die and adds the appropriate attribute to beat a Difficulty Number, ranging from eight for Simple to fifteen for Arduous. A player can expend Stat points to boost the roll and make sure that he beats the Difficulty Number. There are no set means of determining how good or how bad the outcome is, but the Narrator is encouraged to reward really good and punish really bad rolls. In addition, each player begins a session with ten Coins. These can be played heads up to add one to a roll or tails up to subtract one from a roll. They can be played after the roll and after a player has decided to spend Stat points on the roll, but they can only be spent by a player to affect the actions of another player’s character that his character is watching. In other words, a player can use his Coins if his character is in the room with the other character. There is nothing to stop the players negotiating the expenditure of Coins, whether that is for promises of help later on, the lending of equipment, suggesting the formation of an alliance, and so on. The Coins are way to signal a Player Characters intent, as in, “I need you to succeed right now, probably for all our sakes, or least mine” or “I need you to fail, because I need to succeed where you must not”.

Where Coins spent cannot be recovered, Stat points spent can be. This requires the Player Character to fulfil his Motives, gaining two points for each Lesser Motive Point fulfilled and five points when his Ulterior Motive is fulfilled. However, no other player can suspect or have reason enough to point out that a player and/or character is attempting to fulfil either type of Motive. If a Player Character does fail a Motive, whether from a bad die roll or another player pointing it out, the Player Character loses a Stat point. If a player points out that another player is trying to fulfil a Motive and it is not actually true, he will lose Stat points. Stat points can also be awarded for good roleplaying.

There are barely any combat rules in Two Sides To The Coin. Primarily because the focus of the roleplaying game is not combat, but interaction between the Player Characters in their push to achieve their overall objective and then their personal objectives. When combat occurs, the amount rolled above the Difficulty Number, modified by the weapon used, determines how much damage is inflicted. This is deducted from a ten-point track and it gets lower, the greater the effect the damage has on the Player Character.

Lastly, a player can flip a Coin once per session to attempt an action. If successful, the Player Character succeeds and gains a bonus to all attempts to do it again that session. If a failure, a Player Character cannot attempt it again and suffer a penalty to a stat. An alternative rule is the ‘Rule of Sabotage’ which turns one of the Player Characters into a saboteur, attempting to undo or prevent the objective of the other Player Characters being fulfilled.

All four scenarios in Two Sides To The Coin include a main objective and a winning condition, as well as several character concepts and their ‘Beginnings’ or introductions for the players and their characters. Some sample Ulterior Motives are also suggested. The scenario details follow, including plot, maps, NPCs, and so on. There are pointers too—on ‘Post-it Notes’—for the Narrator on how to run each scenario. The four scenarios include ‘Moving a Masterpiece’, in which the Player Characters must move a painting from a museum to a storage facility; ‘Finding Fluffy’ casts the Player Characters as an adventuring band commissioned to find a wizard’s missing pet; in ‘Stranded’, the Player Characters are Starfield Industries recruits assigned to recover a missing merchant starship and her crew; and in the Edwardian-era set ‘The Mansion of Murphy Mahoney’, the Player Characters need to find an heir for Lord Mahoney. The second first two scenarios are lighter in tone than the second two, but show off some of the situations and genres that the roleplaying game can handle.

Physically, Two Sides To The Coin is decently written and nicely illustrated with some cartoon artwork that tell the stories of several capers. There is advice and examples of play for the Narrator throughout, all of it appearing on more ‘Post-it Notes’.

Two Sides To The Coin is written to be a relatively easy introduction to roleplaying, taking its time to give an example of play and notes for both player and Narrator as to what they are expected to do. In the case of the Narrator, this includes keeping track of the machinations of both the players and their characters, determining whether their Motives have succeeded or failed, in addition to what you would expect of a Narrator. For the player, the book extolls the pleasures of roleplaying as much as roleplaying Two Sides To The Coin.

Two Sides To The Coin is not quite the perfect introduction to roleplaying as it could have been—as written. It is a better introduction for the player than the Narrator, who ideally still needs some experience of the role, but taking that into account, Two Sides To The Coin is light enough in terms of its mechanics and familiar enough in terms of the stories it is designed to handle, to introduce a player to the hobby. Or introduce an experienced roleplayer to storytelling style roleplaying. In general, experienced roleplayers will be able to pick up and play Two Sides To The Coin without any problems. Light and easy to prepare, Two Sides To The Coin is perfect for one-shots and convention scenarios, and can even be added to a Narrator’s library of pick-up games.

Solitaire: The Necronomicon Gamebook: Dagon

Call of Cthulhu is the preeminent roleplaying game of Lovecraftian investigative horror and has been for over four decades now. The roleplaying game gives the chance for the players and their Investigators to explore a world in which the latter are exposed, initially often indirectly, but as the story or investigation progresses, increasingly directly, to alien forces beyond their comprehension. So, beyond that what they encounter is often interpreted as indescribable, yet supernatural monsters or gods wielding magic, but in reality is something more, a confrontation with the true nature of the universe and the realisation as to the terrible insignificance of mankind with it and an understanding that despite, there are those that would embrace and worship the powers that be for their own ends. Such a realisation and such an understanding often leave those so foolish as to investigate the unknown clutching at, or even, losing their sanity, and condemned to a life knowing truths to which they wish they were never exposed. This blueprint has set the way in which other games—roleplaying games, board games, card games, and more—have presented Lovecraftian investigative horror, but as many as there that do follow that blueprint, there are others have explored the Mythos in different ways.

Cthulhoid Choices is a strand of reviews that examine other roleplaying games of Lovecraftian investigative horror and of Cosmic, but not necessarily Horror. Previous reviews which can be considered part of this strand include Cthulhu Hack, Realms of Crawling Chaos, and the Apocthulhu Roleplaying Game.

—oOo—
Your merchantman ship sunk by Imperial German raiders. You captured and held in a cell. There is a chance that you can escape, steal a boat and then… How long will you survive adrift in the ocean waters? Will you row or drift, perhaps you may find yourself coming ashore in the hometown of your ancestors, Kingsport, the mist enshrouded city of dreams or cast ashore in a strange new land where death and madness await. This is opening to The Necronomicon Gamebook: Dagon, a solo adventure inspired by the works of H.P. Lovecraft, in particular, Dagon, The Festival, and The Hound, as well as The Dream-Quest of Unknown Kadath. Published by Officina Meningi following a successful Kickstarter campaign, it enables the reader to explore the story from his own point of view and perhaps survive to influence the outcome for a different ending than that suffered by Lovecraft’s protagonist.
As a choose-your own-adventure book, The Necronomicon Gamebook: Dagon is short at just eighty entries for the main Earth-bound portion of the story with a further ten entries for the sidestep into The Dreamlands. The player will need just a six-sided die and pen and paper to play and perhaps a couple of hours to play through at most. The Player Character is lightly defined. He has three attributes, Force and Will. Force is his physical strength and ability to fight, whilst Will is his ability to withstand stress and the horrors of the cosmos. Resistance represents his physical skills and tolerance to pain. His mental state is tracked by his Madness, which begins at Well-Balanced. As it goes from Stressed to Delerium via Paranoid and Schizophrenic, the Player Character suffers penalties to die rolls, first in The Dreamlands, but later in the waking world too. He can carry some equipment, such as a medical kit that will restore Resistance and a syringe of morphine that will restore Resistance and prevent him from entering The Dreamlands. Throughout his journey, the Player Character will find money, other items, and weapons.

The combat system is simple. The player rolls the die and adds the character’s Force attribute to the roll as well as any bonus from a weapon. The opponent’s Force value is subtracted from the total and the result compared on the ‘Table of Comparison’ on the solo adventure’s combat table. The worse the result, the less damage the opponent suffers and the more the Player Character suffers, and conversely, the better the result, the more damage the opponent suffers and the less the Player Character suffers. It is possible to inflict damage without the Player Character suffering any, but the chances are low. To defeat an opponent, his or its Resistance must be reduced to zero. Although it is possible to avoid some combat situations, when it does occur, it is simple and brutal.

The story of The Necronomicon Gamebook: Dagon is really one of transition through the three of Lovecraft’s short stories that inspire it. The opening scenes with the Player Character captured are drawn from Dagon, but the scenes in Kingsport are primarily from The Festival with those from The Hound made part of it. What they reveal is the existence of an ancient cult abroad in Kingsport, which at the time of the Player Character’s arrival, is readying to perform an ancient ceremony of Yule, older than Bethlehem. This becomes apparent very quickly if the Player Character visits the home of his ancestors, but he may also learn more from an old friend from college and so play out scenes from The Hound. Unless discovered or he runs away, the story pulls the Player Character into attending the ceremony of The Festival and towards the climax of the adventure book. In the process, the Player Character will learn some of Kingsport’s dark secrets and may be put a stop to the cult’s dread ritual. This will not be easy, for the Player Character will encounter horror after horror and many a deadly encounter, and even though the adventure book runs to less than a hundred entries, there many ways in which he can die or go mad. It will certainly take more than the one attempt to complete The Necronomicon Gamebook: Dagon.

The majority of the journeys in The Dreamlands are encounters rather than explorations as in the main section of the book, randomly determined by the Player Character’s Madness. The higher the result, the more dangerous and the maddening and unearthly the encounter is, before returning the Player Character to the waking world, likely the worse for the night’s poor sleep. Of course, the Player Character can die in The Dreamlands, but may also return with something that will benefit him in the waking world.

Physically, The Necronomicon Gamebook: Dagon is solidly presented and the artwork is good. Devotees of Lovecraft’s fiction will likely spot both the breaks and the inspirations, but the player need not be familiar with any of three short stories that underpin The Necronomicon Gamebook: Dagon to enjoy it. Overall, The Necronomicon Gamebook: Dagon is a short, but challenging adventure book that exposes the reader to the horrors of the cosmos and secrets lurking in Lovecraft country.

Friday Fantasy: The House of Jade and Shadow

Dungeon Crawl Classics Lankhmar #15: The House of Jade and Shadow is a scenario for Goodman Games’ Dungeon Crawl Classics Role Playing Game and the fourteenth scenario for the Dungeon Crawl Classics Lankhmar Boxed Set. Scenarios for Dungeon Crawl Classics tend be darker, grimmer, and even pulpier than traditional Dungeons & Dragons scenarios, veering close to the Swords & Sorcery subgenre. Scenarios for the Dungeon Crawl Classics Lankhmar Boxed Set are set in and around the City of the Black Toga, Lankhmar, the home to the adventures of Fafhrd and the Gray Mouser and the creation of author Fritz Leiber. The city is described as an urban jungle, rife with cutpurses and corruption, guilds and graft, temples and trouble, whores and wonders, and more. Under the cover the frequent fogs and smogs, the streets of the city are home to thieves, pickpockets, burglars, cutpurses, muggers, and anyone else who would skulk in the night! Which includes the Player Characters. And it is these roles which the Player Characters get to be in Dungeon Crawl Classics Lankhmar #15: The House of Jade and Shadow, small time crooks trying to make a living and a name for themselves, but without attracting the attention of either the city constabulary or worse, the Thieves’ Guild!

This is the set-up for Dungeon CrawlClassics Lankhmar #15: The House of Jade and Shadow, is a scenario for First Level Player Characters and is both an archetypal scenario for use with the Dungeon Crawl Classics Lankhmar Boxed Set. A stranger has come to the City of Seven-score Thousand Smokes. He says that has come from Far Kiraay, a realm considered near mythical by many Lankhmarts, but based upon the size of the baggage train and number of men and women he brought with him, as well as the home he has had built in the style of his homeland, where even now he holds parties for the wealthy and the nobility, intrigued as they are by his exoticism and his mystique, he is a rich man. Rumours swirl about his having been exiled from Far Kiraay for the deplorable acts of depravity and cruelty, that he keeps a king’s ransom in jewels, gems, and other valuables in a vault below his house, and that he hosts lavish masquerades for the rich and powerful at which introduces them to the pleasures of his homeland. Of course, every Lankhmart loves a good party and especially one that involves masks, since masks hide a person’s identity and when you happen to be stealing from the host, you definitely want to be keeping your identity a secret! Surprisingly, there is actually a lot of truth to the rumours flying about the Far Kiraayan nobleman, Master Fang-tzu, and both the household he keeps and the soirees he hosts, but there are definitely rumours that are not true and secrets he would not want revealed. Such as the fact that he is a leading member of fanatical cult dedicated to the Snake God, which is why he fled far Kiraary after an uprising, and having found a home in the City of the Black Toga, plans to suborn its rich and powerful as acolytes of the Cult of the Snake God!
However, Master Fang-tzu’s politics and vile practices have not travelled to Lankhmar alone as Xiang-li, a fellow Far Kiraayan has come to the city and wants to employ some local thieves to perform a job for him—in other words, the Player Characters. Suggested by a local contact (which the Judge will need to work into the campaign), Xiang-li wants the Player Characters to break into Master Fang-tzu’s and steal a set of seven jade stones that are necessary to ensure the rightful sovereignty of the ruler of Far Kiraay. Fortunately, the Player Characters’ contact has a way in—an invitation on a very fancy scroll to the very next party hosted by Master Fang-tzu.
Despite a lengthy backstory, the scenario focuses upon the event and Player Characters’ attendance, though they have time to case the joint and collect some rumours before arriving at the party. This enables them to pick up on a rumour or two and probably learn that Master Fang-tzu keeps some strange creatures in the grounds of his house. There is a table of random encounters provided should the Player Characters decide to check out the sewers beneath the house, as it is another possible means of the breaking in, but the route favoured and detailed by the scenario is using the invitation they already have. This enables them to look round the grounds without looking out of place and it also enables the Judge to run some fun roleplaying encounters at the party. Here the Player Characters can make some interesting contacts if they play their cards right. The encounters include being invited to dance by a brazen noblewoman and being called to duel as another nobleman’s champion. These are nice little encounters which give a player a chance to roleplay a scene and his character to do more than sneak around the house. There are only four such encounters as well as an optional one if a Player Character is caught red-handed committing a criminal act and the watch is called. More would have been useful, but these are about enough for the low player count required by the Dungeon Crawl Classics Lankhmar Boxed Set.
Physically, Dungeon Crawl Classics Lankhmar #15: The House of Jade and Shadow is well presented. The artwork and cartography are both decent, but it would have been nice if a few more NPCs had been illustrated.
The sad new is that Dungeon Crawl Classics Lankhmar #15: The House of Jade and Shadow is the last release for the Dungeon Crawl Classics Lankhmar Boxed Set, but it is definitely not a bad scenario with which to bring the licence to a finish. Dungeon Crawl Classics Lankhmar #15: The House of Jade and Shadow is a classic theft and mystery scenario for the Dungeon Crawl Classics Lankhmar Boxed Set, in parts entertaining and horrifying. Plus, it really has some really fun roleplaying encounters. Unfortunately, it is a scenario for First Level Player Characters and there are enough of those for Dungeon Crawl Classics Lankhmar Boxed Set, which really could have done with more scenarios for higher Level Player Characters instead.


Goblin Squabblin’

The big empire—or ‘big-emp’, if you are a scholar, and ‘imp-pig’, if you are not—lasted lots of moons. It was full of Dwarves and Elves and they was all happy and stuff, which was not natural like. Cos everyone knows Elves an’ Dwarves really hate each other. That’s just the way things are and it’s just the way things ought. So they had a fight. It was a big, lovely fight and they gave each other big red noses and then they hugged and were friends again. Naaah. Course not. They stabbed and they stabbed and they stabbed some more and they all died and the ones that did not die they hid. Which is why you never see a Dwarf or an Elf today. Well almost. Mostly not. Then the Becomening took place and the Gates of Hell which should never be opened unless you got a really, really good reason why, got opened. And that annoyed the gods. So the gods do what gods do. They come down and kick and stab all the chaos gribblies that comes through the gate that the Elves says they never opened and says the Dwarves did it and the Dwarves says they never opened and says the Elves did it. Since nobody says they was the one to open the gate, the gods did clean up the world and all died when they did, but by then, the gods had given the Elves and the Dwarves a smack, which is they are all hiding. And that is why the Dark Forest is empty and the one god who did remain, Moonface, did give it as a gift to all the Goblins and we did explore the forest and agree with Big Bosh to bash the Dwarves so hard they never fight the Goblins again and then after Big Bosh was gone, smack the Dragons so they are all dead and no Goblin ever has to give any shinies to any Dragons again. Unless it is Vermanthranox, the big boss dragon nobody seen where he went. And that is why the Dark Forest is for Goblins now. This is The Age of Goblins.

The Age of Goblins is the first campaign setting supplement for Quintessence, the generic, rules-light, dice pool-driven roleplaying game from Gribblie Games. It is a post-apocalyptic fantasy setting in which Goblins squabble and brawl and wander the Dark Forest, looking for Elf retreats and Dwarf holds to raid if still occupied, scavenge if not; battle, outwit, and if either fails, run away from just any monster bigger than they are—and most are; learn what magic they can, grift what shinies they can, grab what power they can, to prove themselves to be the most goblinest of all Goblins and the gribbliest of all gribblies. All this is in a Dark Forest where every monster is out to eat you; every remaining Dwarf hold—occupied or not, is laced with traps to kill Elves, but will also splat or shred Goblins too; every Elvish retreat—occupied or not, is infused with the spirits of the forest who hate Dwarves and if they cannot take their hate out on Dwarves, Goblins will do; and every other Goblin not in your pack, warband, or tribe (probably some that are) will shiv you to get what you got, if it can. The life of a Goblin is not necessarily short, sharp, chaotic, or brutal, but it is probably going to be some of those things.
Of course, the Player Characters are all going to be Goblins, all of whom have survived their very scrappy, voracious childhoods, and matured into would be pack-members, a pack consisting of five members (so ideally, The Age of Goblins works best with up to five players). The creation process is intended to be entirely random. This includes determining which region a Goblin was spawned in, what type he is, and what perks he has. The three Goblin types are Grots, Whelps, and Brutes. Grots are short and odd, often becoming entertainers, tricksters, and volitile spellcasters; Whelps are common Goblins, big-nosed and bog-eared, often becoming assassins, hunters, or healers; and Brutes are monstrously tall, ignored due to their lack of intelligence, but respected for their strength and combat prowess. There are tables for all four stages of a Goblin’s life to determine his Perks and Approach adjustments ready for play. For example, a Grot might have a Third Eye, which grants heightened perception or mystical sight, be subject to excessive drooling, an upbringing as a Stargazer that exposed him to celestial magic (and the Perks of either Magic: Celestial, Astronomer, or Star Navigation), was so good at hiding in shadows that the tribe once forgot he existed (+1 Subtlety or -1 Resolve), found a jewel that brings him bad luck and which can never ditch (Unlucky Charm), licked a magical stone and can now become partially invisible (Invisible), and spent time swindling others (Trickery). After that, there are suggestions for possible Goblin Natures and Demeanours and Goals to choose from, and Attitudes to other Goblins and Connections to roll. The process is fairly quick and where it counts, random in outcome.
Goblin society covers two things. One is how it organises itself, from the Packs that the Player Characters belong to, all the way to hordes and the other is a look at the different roles within Goblin society. Starting with ‘Bumpkins’ who have yet to prove themselves, these include ‘Pit Pigs’ (Pit Fighters), ‘Jerks’ (Skalds), and ‘Patchers’ (Healers), all the way up to Chieftain. These are roles and positions that the Player Characters can aspire to and which the Guide can use as inspiration for her NPCs.
Besides Goblin Clobberin’ (weapons), Swag (armour), and other Gubbins, including Swill (lovely), The Age of Goblins also details Goblin magic and its possible themes. The latter includes grotesque, shadow, draconic, moon (granted by Moonface, the only god about), and more. There are no spell lists, but instead, players are expected to flavour their Goblins’ magic with these themes. There are details of ‘Fizznips’ (potions), ‘Badgrogs’ (poisons), and ‘Fiddleswills’ (recipes), all with different effects, costs, and ingredients—the latter important because the Goblins can go foraging for the ‘Fings’ which are used to concoct them and this is supported by tables of ‘Greenies’ (plants), ‘Shrooms’ (fungi), and ‘Rokroks’ (minerals). Rounding out The Age of Goblins is a selection of new monsters, including lots of Goblin types plus dragons, Dwarves, spiders, the cockatrice, and more.
Physically, The Age of Goblins is very nicely presented. Both the cover and the internal artwork are excellent. It does need an edit in places, but the supplement is an easy read.

As a set-up, The Age of Goblins has everything that a Guide and her players are going to need. A setting, a handful of hooks, some foes, and the means to create some entertaining Player Characters. Yet it definitely feels as if there should be something more. An introductory scenario perhaps in which the Player Characters need to prove themselves more than Bumpkins, some loot that would be worth scavenging from a Dwarf hold or Elf retreat, or a big table of random events when things go wrong to help forment the chaos and disorder that The Age of Goblins is about. Of course, that chaos and disorder should come about through play and through the players, but something to ignite it would have been useful.

The Age of Goblins has the potential to be great fun, because everyone likes to play random, chaotic, silly characters once in a while. It just needs some effort from the Guide to set that fun up and get it going.

Your Vaesen Starter

A good starter set has to do a number of different things. It has to introduce and explain the roleplaying game it is a starter set for, whether that is the roleplaying game’s setting, mechanics, or both. It has to both tell and show what the players and their characters are expected to do in the setting and how they do it, first with the rules and then with a scenario. It has to provide everything that a group needs to play—rules, scenario, pre-generated Player Characters, and dice—and ideally more. Maps, handouts, tokens, and the like are all items that will help bring the world of the roleplaying game’s setting to life and give the players something to look at and interact with. Above all, a good starter should showcase the roleplaying game and entice both Game Master and her players to want to roleplay more with the rules and in that setting by picking up the core rulebook, and if the contents of the start set support continued play, whether that is providing an extra set of dice or maps for the setting, then all the better.

—oOo—
The Vaesen – Starter Set is the introduction to Vaesen – Nordic Horror Roleplaying, the roleplaying game based on Vaesen: Spirits and Monsters of Scandinavian Folklore as collected and illustrated by Johan Egerkrans, and published by Free League Publishing. It is an investigative horror game set in Scandinavia during the nineteenth century, using the Year Zero engine first seen in Mutant: Year Zero – Roleplaying at the End of Days, and subsequently a wide array of roleplaying games. It is set in the Mythic North of Scandinavia in the nineteenth century, a time when old traditions and secrets of the past clash against modernity and industrialisation. In dark forests and deep valleys, along brown rivers and at the edge of forgotten groves, in the eaves and in the shadows, there lurk creatures and monsters called ‘Vaesen’ that have begun to hate man. In ages past, everyone knew how to interact with Vaesen so that both could live alongside each other. Now many of those that knew have died or left to find work in the cities, whilst others have come to the mountains and the rivers and the forests to plunder and exploit what they want in the name of progress, so destroying the homes of the Vaesen and making them feel unwanted and unloved. In the past, a secret organisation known as The Society investigated both the Vaesen and their clashes with mankind, but it has long dissolved, its members retired or confined to an asylum, and its headquarters, Castle Gyllencreutz, in the Swedish city of Uppsala, shut up. Yet there are still those who have the Sight, those Thursday’s Children, who can see Vaesen, and perhaps they need a purpose worthy of their gift?

This is the set-up for both the Vaesen – Starter Set and Vaesen – Nordic Horror Roleplaying, but the Vaesen – Starter Set is designed to be an introduction to not just the rules and the setting for Vaesen – Nordic Horror Roleplaying, but also to its set-up. This will involve both players and their characters learning about the Vaesen, The Society, and Castle Gyllencreutz, and preparing for further investigations and more mysteries. It designed for play by five players and the Game Master and will provide them both one or two sessions’ worth of play.

Open up the Vaesen – Starter Set and what the Game Master will find first is a set of ten Vaesen dice and Initiative cards. Below that is the ‘Getting Started’ sheet which provides a quick introduction to Vaesen – Nordic Horror Roleplaying, what to do first with the contents of the Vaesen – Starter Set, and what to do after a group has played through its contents. Below that are three books. The first is the sixteen-page ‘Rules’ booklet, the second is the twelve-page ‘The Haunting of Castle Gyllencreutz’ scenario book, and the third is the forty-four-page ‘Codex Occultum’. Underneath that is a set of five Reference Sheets—one per player, three handouts for the ‘The Haunting of Castle Gyllencreutz’ scenario, five pre-generated Player Characters, and two maps. One of the maps is a particularly good cutaway map of Castle Gyllencreutz, which is new to Vaesen, whilst the other, larger map is double-sided, one side showing the Mythic North, the other the city of Uppsala, home to Castle Gyllencreutz.
Anyone who has played a Year Zero roleplaying game will instantly grasp the rules for Vaesen, but they are quickly and easily explained in the ‘Rules’ booklet. To have his character undertake an action, a player will roll a number of six-sided dice equal to a combination of his character’s Attribute and Skill, plus whatever bonus or penalty dice the Game Master awards, such as from the situation or a Talent. To succeed, all he needs to roll is typically one Success or six—though sometimes it may be more—on any of the dice. Extra Successes can be expended to gain various effects. In combat, this will be more damage, but in other situations it will usually mean learning more information. These are tailored to the scenario in the Vaesen – Starter Set, but are further expanded upon in Vaesen – Nordic Horror Roleplaying.
If a player fails a roll, he can instead choose to Push the roll. This enables the player to reroll the dice which did not result in Successes in the hope of getting some or more Successes. Doing so will inflict a Condition on the Player Character, either Exhausted, Battered, or Wounded for Physical Conditions, or Angry, Frightened, or Hopeless for Mental Conditions. Suffer too many of either Physical or Mental Conditions and the Player Character will be Broken, meaning that he cannot act. Damage from combat is also inflicted in terms of Conditions. The Initiative Cards, numbered from one to ten, determine when a Player Character, NPC, or Vaesen acts each round, though it is possible to swap Initiative cards between Player Characters and/or friendly NPCs each round, and in each Round, a Player Character has a Slow action and a Fast action. A Fear test is required if a Player Character encounters a Vaesen or magic, the number of Successes required determined by the Fear value of the creature, magic, or situation. Overall, the explanation of the rules in ‘Rules’ booklet is brisk, but covers most situations and is backed up by examples of play. It also provides explanations of what roleplaying is and what Vaesen – Nordic Horror Roleplaying is.
The ‘The Haunting of Castle Gyllencreutz’ scenario book opens with the Player Characters being invited to a tavern in the poor part of Uppsala where they will meet the elderly Linnea Elfeklint. She will tell them that like herself, they are one of Thursday’s Children and have Sight, which means that they can see creatures known as Vaesen that most people cannot. She will also tell them about The Society and Castle Gyllencreutz and that she wants to restart The Society. However, she will explain that she does not have access to Castle Gyllencreutz as her ex-fiancé possesses its deeds and that recently other Thursday’s Children have gone to the castle and not returned. This half of the scenario sets up its mystery, whilst second half involves investigation in the castle itself. The castle is in a dilapidated state inside and out, and is haunted by strange lights. The final confrontation is ethereal in nature and players who are prone to fight may be at a disadvantage. The scenario is short, but it set the Player Characters with ready access to Castle Gyllencreutz and further play of Vaesen – Nordic Horror Roleplaying.
The five pre-generated Player Characters consist of a Hunter, a military officer, a priest, a writer, and a vagabond. All five have an illustration and some background as well as full stats and game details, including notes on what each think of the other four Player Characters. Each player will have a Reference Card, which neatly summarises the rules for ease of play.
The third booklet in the Vaesen – Starter Set, the ‘Codex Occultum’, is actually the thickest and is effectively the players’ own copy of Vaesen: Spirits and Monsters of Scandinavian Folklore as collected and illustrated by Johan Egerkrans and their characters’ guide to the Vaesen. From the Ash Tree Wife to the Wood Wife, it illustrates and describes some twenty-two Vaesen and how they might be banished, appeased, or otherwise dealt with. This is lovely little reference work—both in game and out—and it is highly likely the one item in the Vaesen – Starter Set that the players will return to over and over. Lastly, the maps of both Uppsala and Mythic North are excellent, whilst the one of Castle Gyllencreutz shows it in its prime, potentially a status that the Player Characters cab return it to in the long run. It certainly gives the Player Characters some idea of what the castle was like and what might be behind the locked or otherwise inaccessible parts of the castle.
Physically, the Vaesen – Starter Set is very well presented. Both the ‘Rules’ booklet and ‘The Haunting of Castle Gyllencreutz’ are easy to read and grasp, whilst the physical components are of a high standard, particularly the maps and the ‘Codex Occultum’.
The Vaesen – Starter Set is a good starting package for Vaesen – Nordic Horror Roleplaying, except for one thing and that is the depth of play it offers in the box. A single scenario is less than what is expected of a good starter set today, yet the straightforward physicality of the Vaesen – Starter Set actually makes it a worthwhile purchase. Not just the Vaesen dice and the Initiative cards, but also the maps, especially the one of Castle Gyllencreutz, and of course, the ‘Codex Occultum’ handout will all support continued play of Vaesen – Nordic Horror Roleplaying long after the players have roleplayed the scenario in Vaesen – Starter Set. Arguably, the Vaesen – Starter Set is a better accessories kit than an actual starter set, but its scenario is by no means bad, and will get a Vaesen – Nordic Horror Roleplaying campaign off to a good start.

SHH! Be Vewy Vewy Quiet

As its title suggests, SHH!! A Game of Hiding, Sneaking and Staying So “They” Don’t Find You! is a game about being quiet. This is actually two games in one, both involving the Player Characters maintaining silence against their being discovered, both using the same rules, and both differing in tone and tension. In the first game, this will be monsters, such as zombies, a crazed cannibal, a creepy killer doll, and so on, which the Player Characters have to run away from or survive until daylight. In the second game, the Player Characters are sneaking into a bank or an office building or a museum and performing a heist, whether to obtain secret files, an important artefact, or diamond, and get out again. Designed for fast, simple play, with a marked switch back and forth between ‘Narrative Scenes’ and ‘Narrative Rounds’ when the tension ramps up and plays out. Published by Uknite the Realm, best known for straight-to-DVD action movie-style roleplaying game, Samurai Goths of the Apocalypse, this is a light storytelling roleplaying game best suited to single sessions and one-off games. Barring the need for everyone to buy into the genre and set-up for the session and perhaps the Narrator establishing a few details beforehand, SHH!! requires little preparation—and if the players are happy to add to the details of the scenario as they play, then even less. However, SHH!! also punishes the players who are not quiet, which means that the roleplaying game has to be played in whispers…!

SHH!! A Game of Hiding, Sneaking and Staying So “They” Don’t Find You! is first played in Narrative Scene which move the plot along as fast as necessary. It is only when the Player Characters face danger or want to maintain, temporarily at least, their safety, that the game play switches to Narrative Rounds and the mechanics, the Tenson 20 system, comes into play. To undertake an action for his character, his player rolls a twenty-sided die and attempts to equal or beat a Target Number. If the player succeeds, the next player in the scene rolls for his character, and so on, until every player with a character in the scene has rolled and their actions have been taken. The Narrator describes the outcome and either a new Narrative Round is played out or play switches back to a Narrative Scene.

However, the consequences of failure have repercussions for all of the Player Characters. Initially, the Target Number is nine, but if a player fails a roll, the Target Number rises by one—and that is for every player. Effectively, the difficulty goes up and so does the tension, not just for the Player Character who failed, but for every Player Character. The failure also means that the Narrator—who never rolls a die in the game—can introduce ‘THEM’ into the scene if not already presence, which will increase the number of Narrative Rounds that the players have to play through. However, failure does earn Desperation, a communal pool of points that a player can spend to ensure a successful roll.

Bar the opening scenes, SHH!! is played in stage whispers. If a player raises his voice, this will alert ‘THEM’ as to the presence or location of the characters. It also increases the Target Number by two! This is temporary though. If the Player Characters can avoid ‘Them’, the Target Number can reset to what it was before, but if ‘THEY’ cannot be avoided, the increased Target Number’ becomes permanent.

Amongst this rising tension and difficulty, a Player Character is very simply defined. He is an archetype. For example, a Jock, a Nerd, or a Clown for a horror game or a Smooth Operator, Hacker, or Safe Cracker for a heist game. Each Archetype grants advantage when a player attempts an action using its skill or ability. For example, in a horror game, the Prep archetype grants advantage when using ‘Social Clout’, whilst in a heist game, the Cat Burglar grants advantage when attempting to ‘Breach the Vault’. In each genre, one archetype grants a more powerful ability. For example, the Goth grants advantage when using his ‘Horror Knowledge’ to guess the next actions of ‘THEM’, which will also reduce the Target Number for everyone for the next round.

Besides his archetype, a Player Character also has a Stress factor. Initially set at zero, this represents the Player Character’s mental and physical well-being. When a player fails a roll by more then five, his character gains a point of Stress. A Player Character also gains a point of Stress for fighting ‘THEM’, which means on a failed roll, he can gain two! If a Player Character gains five points of Stress, he is dead. Death though, is not the end. A dead character continues as ghost, his player aiding the player to his left (or right if that Player Character is also dead) by spending his character’s accrued Stress as Fate Points, which work like Desperation, but which he can only spend. This will push the play of SHH! towards that typical of horror stories, that of the lone survivor having lived through a terrible existence. It does not quite work for heist stories, since this genre does not always involve the deaths of its central cast, and perhaps in heist stories where such deaths are unlikely, a Player Character who has his Stress increased to five represents his being captured or arrested rather than killed.

Advice for the Narrator is light and two genres are given broad treatments. The one on horror is better than the one on heists as it also suggests what the ‘THEM’ can be that the Player Characters will be facing and what they have to do to survive. The treatment for heists only lists the archetypes. Given how light SHH! is, and how it is designed for ‘pick up and play’, some advice on preparing and setting up scenarios for either of its genres would have been a welcome addition. Although the rules are clearly explained—and include a rules reference on the inside front cover—one issue not addressed is if the tension and thus the Target Number ever goes down. There are situations where it does, such as after temporarily raising it due to a whisper, but arguably, it should drop during Narrative Scenes, in moments of respite in keeping with the types of storytelling that SHH! wants to tell.

Physically, SHH!! A Game of Hiding, Sneaking and Staying So “They” Don’t Find You! is decently and darkly presented. The artwork is all shadows and foreboding. Whilst everything is clearly explained, the use of the coloured text on black is not necessarily going to be easily read by everyone.

SHH!! A Game of Hiding, Sneaking and Staying So “They” Don’t Find You! has a ‘pick up and play’ quality by design with its simplicity and broadly drawn genres and archetypes. Arguably, it is so light, the Narrator does not even need a copy at the table to run it! Its Tension 20 system is also intentionally brutal, making play increasingly uneasy and jittery until it escalates into panicky fear and horror. The whisper mechanic will probably annoy the players as much as it enforces the genres that SHH!! is designed for. SHH!! A Game of Hiding, Sneaking and Staying So “They” Don’t Find You! works better with the horror genre than the heist genre, but its low preparation, fast play, and easy buy in make it a good choice to have to hand.

Friday Fantasy: The Tomb of Grief

King Leland never wanted to be king, but he reluctantly took up his duty as others had before him. He found no favour with the lords and ladies of his court, heeding little of their advice or their wishes, and only entering into a marriage of convenience to appease them upon becoming king. Instead, he favoured Sir Eardwulf, a lowly knight who was at first a friend and then a lover, who he wished to raise to rank of Earl. This outraged the nobles of the court such that a faction led by Lord Blacklow moved against the king’s wishes, capturing and beheading Sir Eardwulf before his ennoblement could come to pass. King Leland was apoplectic with grief such that it fuelled years long retribution upon those lords who had conspired to kill his lover, soaking fields and forest in their blood. So he became known as the Red king. Now King Leland lies dead and his grief continues to be felt across the land. Crops fail, livestock dies, and the people are driven into madness by a sorrow that was never theirs. At the heart of this dolorous malaise stands the Tomb of Grief, the last resting place of King Leland. Can the curse be lifted? Which riches were buried with the Red King?

This is the set-up for The Tomb of Grief. This is an adventure written for use with ‘5E+’, so Dungeons & Dragons, Fifth Edition and Dungeons & Dragons 2024. It is a playtest adventure, the second, in an anthology of scenarios published by No Short Rests! called One Room One Shots. The first was Temple of the Forgotten Depths. Each entry in the collection is a short adventure themed around a single room or structure and intended to be slotted readily into a campaign or more readily, played in a single session with either no preparation or preparation required beforehand. This might be because some of a group’s players are unable to attend; because they want to play, but not want to commit to a longer scenario or campaign; or because a group wants to introduce new players to the roleplaying game. The Tomb of Grief is written for a group of Player Characters of First Level. The scenario has no other requirements beyond this and its setting, but both a Cleric and a Rogue will be useful, and a character of Noble background may have a minor advantage.
The scenario proper begins with the Player Characters at the entrance of the Tomb of Grief itself. Here amidst the rubbish-strewn floor and the broken, battered, and vandalised statues, the Player Characters can begin to search for hints and clues as to what lies in the burial chamber beyond. This search involves a variety of different skills, not just Investigation and Perception, so multiple Player Characters can be involved in the process. There is the challenge of how the Player Characters actually get past the heavy gate between the entrance and the tomb, but again, multiple means to get through are given and even when it feels like they are being punished, the scenario makes clear it is only temporary.
Inside, the tomb is embraced in darkness, resting over an abyss. The first challenge that the Player Characters face will be King Leland’s ‘Knight Protectors’, serving him in unlife. Thematically, each of the four is associated with the four stages of grief and this is applied not just in their special attacks, but also in their memories. For example, when a combatant hits or is hit by Sir Ben the Negotiator, there is a chance that they will be convinced that the ‘Knight Protectors’ are no longer a threat and that the everyone in the party should lay down their arms. This only lasts for a turn, but each effect of the different ‘Knight Protectors’ has a different attack.
The second part of the scenario focuses upon roleplaying. It consists of four, dedicated encounters consisting of memories of the ‘Knight Protectors’ who swore to serve the king and who the Player Characters have just defeated. Some are the significant memories that some of the ‘Knight Protectors’ have of the king they served, others are memories of significant events during his reign. All together, they chart the reign of King Leland. In each one, the Player Character will experience an event in a Knight Protector’s life and be tested in how the Knight Protector responded to it. There are three different responses per memory, each involving a different skill and each memory is also tied to several different Backgrounds. What this means is that the Dungeon Master can help tailor each roleplaying encounter to specific Player Character and test their skill accordingly. Of course, none of this will affect the outcome of scenario, or indeed, its set-up, since King Leland was sent mad with grief and took that grief out upon the land. What it will do though, is reveal the history of what brought about the fall of both King Leland and the land. This is a grim tale that gets ever grimmer, and what it will do ultimately, is influence how the players and their characters feel about King Leland and his actions.
The third and final part of the scenario is divided into two parts. In the first, the Player Characters face the real villain of the story and a giant of a knight hinted at the memories, whilst in the second they will confront the former king. How they decide that, ideally based upon the memories that revealed his history and characters, will determine the nature of the scenario’s conclusion. One last touch here is that the material reward that the Player Characters can earn, King Leland’s Sword of the Red King, will actually have different effects depending upon the outcome.
Physically, The Tomb of Grief is reasonably well presented. It is lightly illustrated, but the artwork is excellent. It does need an edit and the map is rather too dark to read with ease, but simple enough that it should impede the Game Master too much. If there is an issue with The Tomb of Grief, as with the earlier Temple of the Forgotten Depths, it is that the text is small, making it a challenge to read!
The Temple of Grief delivers a solid, enjoyably thematic scenario for a good session’s worth of play. It is presented as a playtest adventure, but in truth, it is ready to play, whether that is as a one-shot for an evening or an encounter for a campaign, and ready to play with a minimum of effort. The Tomb of Grief sets out to tell a story and it is an epic story, such that it is surprising that the scenario manages to pack all of that story in a single session. Ultimately, it is a tragedy, one reminiscent of A Game of Thrones that if The Tomb of Grief is played as part of campaign, the Player Characters will be able to tell the truth of what happened during the reign of King Leland and so reveal that tragedy.

—oOo—
One Room One Shots: Epic D&D Adventures in a Single Session! is currently on Kickstarter.

Magazine Madness 42: Senet Issue 17

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.
—oOo—Senet is a print magazine about the craft, creativity, and community of board gaming. Bearing the tagline of “Board games are beautiful”, it is about the play and the experience of board games, it is about the creative thoughts and processes which go into each and every board game, and it is about board games as both artistry and art form. Published by Senet Magazine Limited, each issue promises previews of forthcoming, interesting titles, features which explore how and why we play, interviews with those involved in the process of creating a game, and reviews of the latest and most interesting releases. Senet is also one of the very few magazines about games to actually be available for sale on the high street.

Senet Issue 17 was published in was published in the winter of 2024 and if the cover stands out for its singular look and stark simplicity which makes it stand out on the newsstand, it should be no surprise that the editorial talks about the importance of a good cover. The cover itself is an illustration taken from the board game Emberleaf and the editorial applies that importance to board games as much as its own cover. Which gives space to highlight the artist interviewed in the issue, ‘The Mico’, and the rich detail of his covers that ensure the games that he illustrates standout on the shelves.

As usual, ‘Behold’ begins the issue proper, highlighting some of the then forthcoming games with a preview and a hint or two of what to expect. The releases of note here Emberleaf, from which the issue’s front cover comes, a game about restoring a forest after it has been attacked by a villainous overlord; A Nice Cuppa, a mini-game about relaxing with a nice hot cup of tea amongst today’s travails; and A Wayfarer’s Tale: The Journey Begins, a roll-and-write game about exploring and charting new islands. The other opening sections of the magazine continue to underwhelm the reader, but for different reasons. The regular column of readers’ letters, ‘Points’, continues to be constrained to a single page, waiting for room to expand build into something more, but in this issue, the letters continue to show that the audience for magazine is wider than letters in previous issues have suggested, with letters from older readers and highlight the benefits of playing board games. With ‘For Love of the Game’ the journey of the designer Tristian Hall continues towards the completion and publication of his Gloom of Kilforth—and beyond. By now, very beyond. In ‘The Art of Success’ he asks how you can measure success when it comes to publishing board games. As he makes clear, it is not money, but rather bringing a project that he loves to the market and hopefully, successfully so. Besides comparing the process of creating board games to creating art, and whilst that is not a bad comparison, nothing is added to the conversation about games and the process of their design that has not be said before.

Every issue consists of two interviews, one with an artist and one with a designer, plus an article about a theme in games and an article about a mechanic in games, and of course, Senet Issue 16 is no exception. The tried and tested formula begins with ‘The Wolf Man’, Matt Thrower’s interview with designer and publisher, Ted Alspach. Through his company, Bézier Games, he is best known for titles such as Castles of Mad King Ludwig and One Night Ultimate Werewolf. The interview charts him from shifting from player to designer via expansions for the highly regarded railway game, Age of Steam, and then the Werewolf games. One interesting fact revealed in the interview is that Castles of Mad King Ludwig was actually inspired by the designer drawing maps as a Dungeon Master for Dungeons & Dragons and wanting originally to apply that theme. It is clear that Alspach is enthusiastic about his own games and seeing other playing them. It is an engaging affair as is the second interview in the issue by Alexandra Sonechkina, which is with the North Macedonian artist known as The Micah. ‘Monster Mash’ showcases his artwork with space given for him to discuss the origins and inspirations for the numerous illustrations he has supplied to innumerable board game designs. The monster illustrations for Monster Lands 2 are amazing, whilst despite his not liking drawing buildings, his cover to the board game Merchants Cove is rich in detail and really could have been benefitted from being larger so the reader could have better seen some of that detail. As with the best of the artwork shown off in the pages of Senet, the illustrations serve as mini-portfolio for the artist, intriguing for the reader to want to look at the games they are for.

Between the two interviews is Tim Clare’s ‘Boards and Borders’ which explores the contentious theme of immigration in board games. The article notes that immigration has actually been a means of spreading the play and popularity of board games, such as that of Mancala across India and the adoption of Mahjong by middle-class Jewish women in the twenties and thirties, but also points out although the subject matter for some board games would historically involve immigrants, the board games themselves do not address this, for example the building of the railways in the United States in almost any train game. However, other board games do focus on immigrants and the immigrant experience, more often than not in the USA, since the country experienced notable influxes of immigrants in relatively recent times. For example, Alea’s Chinatown explores the growth of the Chinese population in Manhattan in the late sixties following the relaxation in immigration laws, whilst Pandasaurus Games’ Tammany Hall sees the immigrant groups being used as bargaining chips and the means to garner votes and thus power by corrupt politicians in the late nineteenth century and again in Manhattan. Manhattan is major location for immigrant-themed board games since it was the key entry point for immigrants coming to the USA. The article does not shy away from challenging nature of the subject matter and highlights the artwork for later versions of Chinatown for perpetuating stereotypes. This is an interesting look at a theme that appears not be commonly explored in board games.

The mechanic is ‘pick-up-and-deliver’, one that is very much more commonly used in board games. ‘Delivering the Goods’ is the double-meaning title of Dan Thurot’s article about games in which the players pick up goods or passengers and transport them to specific locations. Mayfair Games’ Empire Builder series is the first series of board games to make use of this mechanic, but Lancashire Railways from Winsome Games followed by Age of Steam from Warfrog Games, both by designer Martin Wallace have continued and expanded its use. All of them see players not only laying routes between locations, but picking up goods or passengers and delivering them elsewhere. The structure has spread far beyond the romance of the railways to other modes of transport, such as sailing ships in Merchants & Marauders from Z-Man Games and starships in Xia: Legends of a Drift System from Lavka Games though. Oddly, no canals, though. However, what the article shows is that the further designers gets away from the simple elegance of the ‘pick-up-and-deliver’ seen in Age of Steam, the more complex their designs get, even up to the point where mathematics and mass-thrust ratios need to be considered in the early days of space exploration board game, Leaving Earth from The Lumenaris Group, Inc.

Senet’s reviews section, ‘Unboxed’, covers a wide array of titles as usual. They are led by a review of Undaunted 2200: Callisto, the Science Fiction version of the highly praised Undaunted series from Osprey Games. However, whereas titles in the Undaunted series have been awarded ‘Senet’s Top Choice’ in previous issues, not so here, though it gets a big review. Instead, the award goes to CMYK’s game of warehouse organisation, memory, and imagination, Wilmot’s Warehouse, which is bright, breezy, and very colourful, and sound a lot of fun. The oddest choice reviewed is Blackwell Games’ For Small Creatures Such As We, a solo journaling game in which the player controls and tells the story of a crew of a spaceship. It is odd because it strays into the roleplaying space rather than board games and thus feels out of place. This is not the only time that the issue strays into the realm of roleplaying though.

As per usual, the last two columns in Senet Issue 16 are ‘How to Play’ and ‘Shelf of Shame’. In ‘When board gaming meets therapy’, therapist Alex Roberts explores ways in which board games can be used as part of therapy, as vehicles via which patients can be tell their stories. This is a fascinating subject and consequently, a fascinating article, but again oddly, it uses not a board game to illustrate the possibility of organised play the author suggests, but a storytelling game, a roleplaying game. This is For the Queen, which is not a board game. Simply, there is a disconnect here between the title of the article and the content.

Lastly, the team behind Knightmare Live pull a game from their ‘Shelf of Shame’. This is Blood Rage from Cool Mini Or Not in which the players lead clans of Vikings in battles against monsters during Ragnarök to earn a place in Valhalla. They come away having enjoyed the game, describing as fun, but not in their top ten.

Physically, Senet Issue 17 is shows off the board games it previews and reviews to great effect, just as you would expect. The most interesting article in the issue is ‘Boards and Borders’ because of the difficult subject, but the issue is treated fairly, showing where it has been used to best effect and where it has been poorly handled in board game designs of recent years. Elsewhere, the missteps in roleplaying feel out of place, but otherwise, an enjoyable, if serviceable read.

Zombies on the Thames

It is the year 1829 and polite society’s horror and disgust at the poor and the great unwashed is once again being stoked by reports of them shambling about at night, faces ashen, and looming out of the miasma along the River Thames to scare anyone and everyone, whether going about legitimate business or not. In sordid South London, in the notorious slum that is Jacob’s Island, right on the banks of the Thames, people are going missing—and worse, they are coming back very much in discombobulated fashion! It is a very strange matter indeed, and despite it having been brought to the attention of Sir Robert Peel and his recently founded Metropolitan Police Force, there is not the manpower, or indeed, the political willpower to do a great about it. Which is why the Apollonian Society, whose members investigate the unseemly and the unnatural, is approached to look into the matter.

This is the set-up to Mists of Old London, a scenario for use with Vaesen – Mythic Britain & Ireland, the campaign supplement for Vaesen – NordicHorror Roleplaying, which details the United Kingdom of Great Britain and Ireland in the nineteenth century and the clashes the arose between the old ways and the new with rapid industrialisation. The scenario is set primarily in the rotten rookery and sodden slum of Jacob’s Island, home to some of the city’s poorest inhabitants, on the south bank of the river, notable as being the home of Bill Sykes in Charles Dickens’ Oliver Twist. Investigation will reveal the are is rife with tension. There has been a recent influx of immigrants from Jamaica into the slum as well as the people vanishing into the mists and then reappearing at their homes, as cold as the grave. There are also strange figures stalking the streets. One is hooded in rags and mutters curses and incantations as she clambers across the rickety walkways and bridges that connect many parts of Jacob’s Island, whilst the other strides purposefully, a gentleman in frock coat and top hat as well as a mask. She is Madame Otay, he is Monsieur Thursday.

It should be pretty clear that to the players that what their characters are facing is an infestation of zombies, appropriate for the threat that the Player Characters face, though since the word would have been little known at the time when the scenario is set, it is very unlikely that the characters will initially know they are facing and extremely unlikely that they will have come across the term before. There are opportunities for both Madame Otay and Monsieur Thursday to educate the Player Characters though. Being a scenario for Vaesen – Nordic Horror Roleplaying, there is a countdown in which things get worse, the mists will rise and worsen, and the zombies will walk the streets of Jacob’s Island openly. There are a limited number of lines of investigation, but the Player Characters should get enough clues to work out what is going and where they need to go—whether either of the major NPCs want them to, or not. All of which will lead to classic showdown at a summoning by the villain of the piece and the Player Characters in position to stop it.

This is a most serviceable scenario with a pleasing tense and strong, if sodden atmosphere of fear, tinged just a little with a fear of the unknown. Smart or experienced players will probably crack on through and complete it in a single session, though it should take no more than two sessions’ worth of play at the most for other. It could work as a convention in the case of the former, but it is not really set up for that. Thematically the plot could work with the Rivers of London: the Roleplaying Game or period wise with Regency Cthulhu: Dark Designs in Jane Austen’s England, both from Chaosium, Inc. In fact, retooling it for the latter for the Miskatonic Repository would work rather well.

Mists of Old London is not without its issues and the likelihood is that the complaints about are going to come from both end of the spectrum. One is that the scenario makes use of African diaspora religion of Obeah as a feature of its plot. The other is that one of the NPCs is called ‘Nigel Barrige’, who as MP for Southwark, “…[N]ow seeks to consolidate his power by stoking parliaments [SIC] fears of the working class and social revolution.” The author goes further than this though, in what is a parody of a contemporary British political figure. To be fair, the first of these is more of an issue than the second, but the author does make clear that it is not intended faithful representation of the religion, but stick to being a Western, dramatised version for the sake of the scenario’s plot. The author also suggests that if the Game Master is unhappy with this, then it is possible to some research and adjust as necessary. A link is provided should the Game Master want to get started. As to the second, it is parody, and parody is fair game.

Mists of Old London is published via the Free League Workshop, the community content programme for Free League Publishing, so not professionally produced. As a consequence, physically, Mists of Old London is rough. The layout and the few pieces of illustration are fine, but it really, really needs a good edit. There are also no maps.

Mists of Old London is far from a bad scenario. It just needs to be more clearly and tidily presented and supported with a map or two. Otherwise, Mists of Old London is eminently serviceable, enjoyable scenario.

Miskatonic Monday #395: Alabaster Amphora – An Egyptian Adventure

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: Alabaster Amphora – An Egyptian AdventurePublisher: Chaosium, Inc.
Author: Sean Liddle

Setting: The Nile, 1958Product: Outline
What You Get: Sixteen page, 1.08 MB Full Colour PDF
Elevator Pitch: Death on the Nile meets Without a Clue meets The MummyPlot Hook: A murder puts the Investigators in the framePlot Support: Staging advice, five pre-generated Investigators, two handouts, and two Mythos entitiesProduction Values: Plain
Pros# Pulp horror, murder mystery# When the detective dies, someone has to step into his shoes# Detailed outline ready for the Keeper to develop
# Krokodeilophobia# Elaiophobia# Thanatophobia
Cons# Needs an edit
# Detailed outline that the Keeper will need to develop# No NPC stats
Conclusion# Death of a detective up the Nile and into horror!# Detailed outline that needs development and some NPC stats

Review 3000: Teenage Mutant Ninja Turtles & Other Strangeness

1974 is an important year for the gaming hobby. It is the year that  Dungeons & Dragons  was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game,  Wizards of the Coast, released the new version,  Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

In 1984 and 1985, the breakout comic was Teenage Mutant Ninja Turtles, written and drawn by Kevin Eastman and Peter Laird, and published by their Mirage Studios. It was an independent black and white comic that told the adventures of the eponymous quartet of four genetically-mutated turtles trained under a pet rat, Master Splinter, to fight rival ninja, including the Foot Clan, and other threats, including aliens. Combining humour and stories with a darker edge that Marvel Comics such as Daredevil and The New Mutants, the comic book was a hit and not only continued to be published by Mirage Studios for the next thirty years, but was heavily licensed, pushing Teenage Mutant Ninja Turtles into the mainstream. Since 1987, there have been five television series based on the Teenage Mutant Ninja Turtles and eight films. However, in the forty years since the first issue of the comic, there has only been one roleplaying game—Teenage Mutant Ninja Turtles & Other Strangeness.

Teenage Mutant Ninja Turtles & Other Strangeness was published in 1985 by Palladium Games, a company best known at that point for 1983’s Palladium Fantasy Role-Playing Game and 1984’s Heroes Unlimited. It was designed—or rather redesigned in a matter of weeks after Palladium Games was unhappy with the original submitted version—by Erick Wujcik, who most notably would go on to create Amber Diceless Role-Playing. The result was a fast-paced, engaging, if imperfect roleplaying game packed with art from Peter Laird and Kevin Eastman, that looked like it was a lot of fun. And if you were a teenager when Teenage Mutant Ninja Turtles & Other Strangeness was released, it was, because Teenage Mutant Ninja Turtles was and were cool. Perhaps because of the speed in which it was rewritten, perhaps because it is a Palladium Games book, there is ‘cookie cutter’ feel to some parts of the roleplaying game—the alignment system, the equipment list, and the weapons—which all very feel imported from Palladium Games’ other roleplaying games that used the  Megaversal system, like the earlier Ninjas & Superspies. There are certainly some parallels between the two, not least of which are the fact that they were both written by Erick Wujcik, but they do not feel like a natural fit to the comic book universe of Teenage Mutant Ninja Turtles. That aside,  Teenage Mutant Ninja Turtles & Other Strangeness  proved to a be a big hit for Palladium Games, selling very well until the release of the first Teenage Mutant Ninja Turtles television series and the first film, when the toning down of the edginess and darkness of the original material meant that Teenage Mutant Ninja Turtles was no longer cool.

Nevertheless,  Teenage Mutant Ninja Turtles & Other Strangeness  was cool in 1985. At just one-hundred-and-twelve pages, it does not have a lot of space to waste. It starts by pointing out the animal characters are common to comics, if not roleplaying games, so the roleplaying game is giving players that option.  Teenage Mutant Ninja Turtles & Other Strangeness  is designed as a supplement to Heroes Unlimited, the superhero roleplaying game published by Palladium Games, but can be played as a standalone game as it is complete. It also rationalises why it uses a random character generation system rather than a point buy system, which was then becoming popular, such as with Mayfair Games’ DC Heroes Roleplaying Game, Victory Games’ James Bond 007: Role-Playing In Her Majesty’s Secret Service, and Steve Jackson’s Man to Man: Fantasy Combat from GURPS, the precursor to the full release of the system the next year. What this boils down to is that “Excellent players can role-play ANYTHING…”, the Game Master can create interesting villains as much the players interesting characters, and randomness reflects real life. This is followed by quite description of what a roleplaying game is before leaping straight into character creation.

A character in  Teenage Mutant Ninja Turtles & Other Strangeness  is defined by eight attributes—Intelligence Quotient (I.Q.), Mental Endurance (M.E.), Mental Affinity (M.A.), Physical Strength (P.S.), Physical Prowess (P.P.), Physical Endurance (P.E.), Physical Beauty (P.B.), and Speed (Spd.). The base attributes range from three to eighteen, with results of sixteen or more granting bonuses, though low rolls do not impose any penalties. A character will also have Hit Points and Structural Damage Capacity or S.D.C., essentially stun points. He has an Animal Type, which be anything from dog, cat, mouse, frog, monkey, cow, pig, chicken, goat, sheep, turkey, wolf, coyote, fox to elk, moose, boar, sparrow, robin, blue jay, eagle, owl, escaped pet bird, lion, tiger, leopard, baboo, camel, and buffalo. All animals found in North America, including those in zoos and safari parks. The list, of course, includes the turtle. He will have a Cause of Mutation, the reason why he is anthropomorphic and intelligent. This can be due to a random mutation or an accident, but will primarily because he was a research project of some kind, either growing up in a researcher’s home or even being deliberately trained as an assassin! This background will determine how many skills he will have and often, how good a combatant he is, and his basic attitude towards humans, the default attitude being one of distrust.

Creating a Player Character in  Teenage Mutant Ninja Turtles & Other Strangeness  involves fives steps. These are rolling for attributes, animal type, and cause of mutation (this will also determine the organisation that will have created the mutated animal and his degree of education), and then spending ‘Bio-E’ or ‘Biological Energy Points’ to mutate the animal. Each animal type has a pool of ‘Bio-E’ points that a player can spend to make it more anthropomorphic and give it hands that grip like a human, speech like a human, and stance like a human, as well as its own intrinsic animal abilities. For example, the aardvark has tunnelling and digging, and the elephant has a prehensile trunk, advanced hearing, and thick skin. ‘Bio-E’ points also account for size. So, if an animal is small, the player has to spend ‘Bio-E’ points to make it bigger, but is given ‘Bio-E’ points to spend if a bigger animal needs to be smaller. The aim here is to make the Player Characters roughly about the same size and of roughly the same capability. It was a way of balancing wildly different character types, but still left something to be desired. In addition, ‘Bio-E’ points can be spent on psionic powers.

After this the player chooses his character’s skills. These will include a variety of skill programmes, scholastic and physical skills, and secondary skills. From amongst these, a Player Character should definitely select a martial arts package, whether that is Hand-to-Hand Basic, Hand-to-Hand Expert, Hand-to-Hand Expert, Hand-to-Hand Assassin, Hand-to-Hand Martial Arts, or Hand-to-Hand Ninjitsu, since part of the roleplaying game’s title includes the word ‘Ninja’ and it does have an emphasis upon combat. Plus, there is a variety of Weapon Proficiencies for various weapons, many of the melee weapons drawn from Japanese culture and history. There are Modern Weapon Proficiencies too, but these tend to be the province of NPCs rather than Player Characters, in keeping with the source material, though there is nothing to stop a Player Character learning one. Lastly, the player selects an Alignment and purchases equipment. The process is not difficult, but slightly cumbersome. It does allow for players to create a group of similar characters a la the turtles of Teenage Mutant Ninja Turtles.

Name: Aaron
Level: 1
Alignment: Principled (Good)
Animal Type: Aardvark
Mutation Cause: Rescued and adopted from a private company by a friendly researcher whilst it hunted him. 
Human Features: Full Hands, Full Speech, Full Stance
Natural Weapons: Claws (1d6)
Animal Powers: Digging, Tunnelling
Psionic Powers: Sixth Sense

Intelligence Quotient 12 Mental Affinity 12 Physical Strength 19
Mental Endurance 12 Physical Prowess 16 Physical Endurance 18
Physical Beauty 07 Speed 29
Hit Points: 22
S.D.C.: 32

SCHOLASTIC SKILLS
Mathematics: Basic 82%, Read/Write English 60%, Speaks English 60%

MILITARY/ESPIONAGE SKILLS
Pick Locks 35%, Tracking 35%, Wilderness Survival 45%

PHYSICAL SKILLS
Acrobatics (Sense of Balance 65%, Walk Tightrope 65%, Climb Rope 82%, Climbing 44%, Back Flip 65%), Athletics, Boxing, Prowling 64%, Running

SECONDARY SKILLS
Automotive Mechanics 53%, Cook 65%, Computer Operation 65%, Dance 45%, First Aid 55%, Hand-to-Hand: Martial Arts, Land Navigation 44%, Pilot: Basic – Automobile 80%

COMBAT BONUSES
Two attacks/round, +4 Damage, +1 to Strike, +5 Roll with Punch/Fall, +7 Parry, +11 Dodge, +2 Strike with Body Block/Tackle (1d4), +2 to Save versus Coma, Death, and Toxins

NOTES
Fearless of Heights

Mechanically,  Teenage Mutant Ninja Turtles & Other Strangeness  uses Palladium Games’ Megaversal system and is in general, quite straightforward. Skills are percentiles and cannot rise above 98%, with bonuses gained high attributes, training in physical skills, and gaining Levels. Otherwise, the emphasis in Teenage Mutant Ninja Turtles & Other Strangeness  is on combat. Once initiative is determined, usually by a roll of a twenty-sided die, combatants roll to attack and defendants roll parry, dodge, or entangle, and so on. A roll of five or more on a twenty-sided die always hits. If the attack roll is less then defendant’s Armour Rating (either natural body or worn armour), damage is deducted from his S.D.C. only. If the roll is over the defendant’s Armour Rating, damage is deducted from his S.D.C. first and then actual Hit Points. A roll of natural twenty is a critical hit and inflicts double damage. If a defendant is hit, his player or the Game Master if an NPC, can choose to parry, dodge, or entangle the attack. This requires a roll greater than the attack roll. This can be done automatically if parrying, but dodging uses up one of a combatant’s attacks. Bullets and energy blasts can be dodged, but not parried. If the attack is with a blunt weapon or with fists, the player or Game Master can for roll for character or NPC to roll with the punch and if successful half the damage. Hand-to-hand combat allows for a variety of different attacks, including punches, kicks, jump kicks, leaps, throws, and so on, as well as the use of various martial arts weapons. The rules for firearms allow for multiple shots per round, since a round actually lasts fifteen seconds, and also automatic fire. They add some complexity to combat and are likely to slow things down whilst melee and hand-to-hand combat is going to flow back and forth a lot more easily.

For example, Aaron the Aardvark is out on patrol one night when he spots Bill the Burglar attempting to break into a house. Aaron’s player states that the Aardvark is going to sneak up on Bill the Burglar and attempt to knock him out. The Game Master calls for Prowling roll first, but Aaron’s player fails this by rolling 83% rather the 64% needed. Since Aaron has failed, the Game Master rules that since Bill the Burglar was being quiet too, he heard the sound of Araon’s claws clicking on the slabs of path. She calls for an initiative roll. The Game Master rolls 17, but Aaron’s player rolls only a 12. With the initiative, the suddenly shocked and frightened at the sight of a five foot tall aardvark Bill the Burglar reaches into his jacket and pulls out a 9 mm Smith & Wesson Model 59 and opens fire! Bill the Burglar has done time at the range and has the Weapon Proficiency: Handgun, but in his state, he opts to blast Aaron with a burst of shots. This gives him a +1 bonus instead of the +3 for an aimed short. Aaron is wearing a vest which gives him an Armour Rating of 10 and 50 S.D.C. The Game Master rolls 16 and one of the shots from the burst hits Aaron, meaning that the damage will be deducted directly from his own S.D.C. rather than the vest’s. Instead of taking the damage, Aaron’s player opts for him to Dodge the attack. Aaron’s player rolls the die and adds his Dodge bonus of +11. He rolls 16 to get a result of 27, meaning he leaps out of the way. This uses up one of Aaron’s actions. Realising that whatever this creature is that is in front of him, Bill the Burglar realises that just blasting away at it, is not going to work. This time, he takes an aimed shot, which gives him a +3 bonus to hit. This time he rolls a 3 for a total of six, which means that Aaron’s vest has stopped the round. Aaron’s player chooses not to Dodge, but instead pounces on Bill the Burglar with a body tackle. Aaron’s player rolls 19, adds +2 to get a result of 21, which definitely means he hits. Aaron’s player rolls for damage, a four-sided dice, +4 for his damage bonus, and inflicts eight points damage to Bill the Burglar’s S.D.C. that he is not fast enough to avoid. There is an oof from Bill the Burglar as Aaron slams into him!

One aspect of  Teenage Mutant Ninja Turtles & Other Strangeness  that is decently handled is Experience Points. Player Characters do improve going up Levels, and so increasing their Hit Points, Skills, hand-to-hand combat skills, and Weapon Proficiencies. Experience Points are awarded not just for killing or subduing menaces, but also ideas clever and useful, performing skills, endangering your life to save others, avoiding violence, and good roleplaying. There is a lot in the list that encourages good gaming.

There is a decent equipment list other modern-set roleplaying games from Palladium Games as well as an extensive list of Japanese and Ninjitsu weapons, plus equipment for the latter. The Game Master or player wanting more is recommended to check out Heroes Unlimited or The Palladium Book of Contemporary Weapons. The list does include energy weapons since they appear in the comics. A lot of the equipment is intended for use by the police or in espionage.

In keeping with the relative shortness of  Teenage Mutant Ninja Turtles & Other Strangeness, the section for the Game Master is also short. It is supported by helpful examples of combat and character creation, and there are some notes on matching the scenario to the capabilities of the Player Characters, creating villains and villainous organisations, and how to use  Teenage Mutant Ninja Turtles & Other Strangeness  with Heroes Unlimited. The bulk of the Game Master dedicated to five scenarios. They include ‘Caesar’s Weasels’, in which the Player Characters track down a gang that has been looting meat packing plants; ‘The Terror Bears’ in which a gang of mutated bears have using their psionic powers to terrorise and then hide in a neighbourhood; ‘Doctor Feral: The Genius of Bio-Spawn’, which details a highly respected scientist who kidnaps mutant animals to vivisect them; ‘Terror on Rural Route 5’, in which mutant animals have taken a school hostage; and ‘The Leg of the Ninja’ which details a Ninja organisation that could grow into a major threat for the Player Characters. ‘Terror on Rural Route 5’ is intended as an introductory scenario, but to be honest, none of the five are actually full scenarios, but rather, set-ups. None of them are bad per se, but rather that the Game Master will need to develop each of them further. Of the five, ‘The Terror Bears’ is the most memorable, since it introduced the four anti-Care Bears—Pain Bear, Fear Bear, Doom Bear, and Nightmare Bear—that parodied a popular animated series of the day. One thing that all five scenario seeds did was provide the Game Master with good range of sample threats.

Rounding out  Teenage Mutant Ninja Turtles & Other Strangeness  are the stats and write-ups for characters from the comic. This includes the four Teenage Mutant Ninja Turtles, their friend April O’Neil and others, Shredder, the leader of the Foot ninja clan, and the T.C.R.I. (or ‘Techno-Cosmic Research Institute’) aliens, as well as the Sparrow-Eagles, the sample team characters outlined earlier in the book.

Physically,  Teenage Mutant Ninja Turtles & Other Strangeness  feels a little scruffy around the edges, and not quite up to Palladium Games’ usual neat and tidy standards. That may be due to it being rushed or the artwork that sometimes intrudes into the page. It is engagingly written and what really stands out is the artwork. This is either taken from the Teenage Mutant Ninja Turtles comic or drawn for the roleplaying game and it really is good, including as it does a couple of short strips, one of which depicts the origins of the turtles. The artwork also gives the book a sense of energy and excitement like you really want to take up your katana and battle ninja in the sewers or aliens on the rooftops of New York. Lastly, it is short—at barely more than one hundred pages—and if not quite as well organised as it could be, its short length makes everything easy to find. It also suffers from none of the bloat or utter lack of organisation that have plagued books from the publisher since, most obviously, Rifts.

Teenage Mutant Ninja Turtles & Other Strangeness  is not perfect. One problem is character generation, which though fun is very far from balanced because it is entirely random. Only very high attributes provide bonuses of any kind, and whilst taking some physical skills will improve them, any Player Character with attributes high enough to provide bonuses is at an advantage. The end results can also vary, so that one character might be a relatively mild manner creature with a college level education or a wild creature with barely any, whilst another is a super-soldier assassin killing machine trained by the military. This in addition to some Player Characters who might look humanoid, others not, and maybe not even able to talk, and given a roleplaying game as heavily focused on combat as  Teenage Mutant Ninja Turtles & Other Strangeness, the super-soldier assassin killing machine trained by the military is what everyone wanted to play. Another problem is that focus on combat, means that other aspects of the game may suffer such as roleplaying. The advice for creating NPCs is underwritten and the Game Master wanting to create ordinary humans will need to work out how to do that. It is not difficult, but advice would have been useful.

Unfortunately,  Teenage Mutant Ninja Turtles & Other Strangeness was not free of controversy. In the first printing of the roleplaying game, it included the option for a Player Character to start play with a form of insanity or gain a random later in play as the result of trauma, for example, demonic possession, near-death experience, or torture. Under the list of insanities, it included a list of sexual deviations, which notably featured paedophilia and homosexuality. The idea here was that one of the effects of the trauma was to compel a Player Character to change his sexual orientation. Another bizarrely, was that the Player Character would want to retrain as a psychiatrist! Even so, at the time, this was a tasteless, even offensive, treatment of sexual orientation, especially as homosexuality had been officially declassified as a mental illness for over a decade in 1975. At first, the offending section was covered up by Palladium Books, but then excised from later printings.

Alignment in  Teenage Mutant Ninja Turtles & Other Strangeness  is also a potential problem. An Alignment represents a Player Character or NPC’s attitudes and moral principles and can be one of seven options divided into three categories. ‘Principled’ and ‘Scrupulous’ are both ‘Good’; ‘Unprincipled’ and ‘Anarchist’ are ‘Selfish’; and ‘Miscreant’, ‘Aberrant’, and ‘Diabolic’ are ‘Evil’. The problem, specifically, is that of torture. Only the ‘Principled’ character or NPC will never resort to torture, whereas even the ‘Scrupulous’ will, but “Never torture for pleasure, but may use muscle to extract information from criminals or evil characters.”; the ‘Unprincipled’ will “Not use torture unless absolutely necessary.”; and ‘Anarchist’ “Will use torture to extract information. But not likely to do so for pleasure.” The ‘Evil’ Alignments are worse, and this treatment of Alignment was common to all roleplaying games from Palladium Games, but that does not excuse in any way the suggestion that a Player Character should or can use torture.

—oOo—

Marcus L. Rowland reviewed  Teenage Mutant Ninja Turtles & Other Strangeness  in ‘Open Box’ in White Dwarf Issue 78 (July 1986). He did not come to any clear conclusion, but said, “Fans of the comic will already know what to expect, other readers will need enlightenment. The heroes are exactly what the title implies: large intelligent turtles, trained in Oriental martial arts, and equipped with a variety of Ninja weaponry. Apart from this central joke, the comics pretend to take themselves very seriously. To reflect this, the style of play is completely deadpan, setting intelligent and deadly animals against a background of urban terrorism, gang warfare, juvenile delinquency and random violence.” A more positive comment was made by Robert Neville in ‘Open Box’ in White Dwarf Issue 83 (November 1986) when he reviewed Teenage Mutant Ninja Turtles Adventures!. He opened the review by saying, “TMNT has been one of the surprise hits of the last year, with multitudes of gamers snapping up copies of the rulebook as fast as importers can freight them over to the UK.”

Scott Dollinger reviewed  Teenage Mutant Ninja Turtles & Other Strangeness  in ‘Game Reviews’ in Different Worlds Issue 44 (November/December 1986). He awarded it three-and-a-half stars out of five, said, “What is unusual is that Eastman and Laird have not taken the easy route to fast money and licensed the characters to a combat [sic] that would produce a hastily-made product to cash in on the current popularity of the characters. Instead they have maintained the high quality of the comic by licensing the characters to a smaller but well respected gaming company that takes their time and produces an excellent product. In this case the game Teenage Mutant Ninja Turtles & Other Strangeness was created by Palladium Books and the results are fantastic.” He also added that, “…[T]he $9.95 price tag makes Teenage Mutant Ninja Turtles & Other Strangeness one of the best buys on the market.”

Arcane magazine and editor Paul Pettengale had reason to examine  Teenage Mutant Ninja Turtles & Other Strangeness  not once, but twice. First in Arcane Issue Twelve (November 1996) in which he made it the subject of the magazine’s regular ‘Retro’ department. He said, “Of the random character generation system and its consequently random results he said, “You can imagine how much potential this had for farcical situations.” whilst of the layout, which he said were badly organised, he added that, “The layout of the rulebook could have been clearer (the martial arts section was together with the skills rather than the combat).” Yet despite this, his conclusion was positive: “…[I]t was a quick and easy game to learn, and the rules for character generation are good ... together with Paranoia, TMNT&OS was one of the most fun, and funny games I have played.”

This was followed in Arcane Issue Fourteen (December 1996) by its inclusion in ‘The 50 favourite RPGs of all time’ based on a reader’s poll at position #36. Arcane’s editor Paul Pettengale commented that, “The rules are badly laid out, but the principles are easy to learn and combat is fluid. So, fine on that score. It’s a superbly fun game to play because of its quirkiness, and the fact that the post-apocalyptic setting has most of California under the ocean. Fantastic fun.”

—oOo—

Teenage Mutant Ninja Turtles & Other Strangeness  was a big hit upon release. It was the roleplaying game that everyone wanted and just like the comics it was based on, it was cool and it was fun. Tonally though, there are elements of the roleplaying game that are at odds with the comic, even though that comic is grim and gritty and full of cartoon violence. But remove them—and at least Palladium Games removed some of them—and there is still potential for a lot of fun in its pages. If you can get them roughly balanced, then the range of character options based on the eighty animals it includes is huge and the rules are straightforward, if only a little rough. Which to be fair, is an amazing achievement for a roleplaying game designed in five weeks! It is not the greatest roleplaying game or even the best roleplaying game of 1985, but  Teenage Mutant Ninja Turtles & Other Strangeness  opened up the world of the original Teenage Mutant Ninja Turtles to roleplaying and let you roleplay strange mutant animals sneaking around in the shadows, fighting crime, stopping alien invasions from other dimensions, and facing off against ninja. Which was very definitely cool in the eighties, and if you want to whisper it to yourself now, it still is forty years later.

Caution & Chicanery

Rogues, thieves, con artists, burglars, pirates, fences, pickpockets, plunders, muggers, thugs, spies, ninja, let alone scouts and rangers. All use guile, deception, and chicanery to achieve their aims in one fashion or another, and they, along with cunning and stealth, are the subject of HARP Subterfuge. As the title suggests, this is a supplement for High Adventure Role Playing Fantasy or HARP Fantasy, the roleplaying game descended from 1980’s Rolemaster. It is designed as the definitive guide to the classic fantasy roleplaying figure, the thief, and just about anyone who might use subterfuge or stealth to achieve his aims. This includes not just the aforementioned thief—and the many variations upon that role—but also those that use such skills as part their role, yet are not thieves or rogues. The classic Ranger is foremost amongst them, but there are several others that use such skills and who are not wanted by the city watch as a consequence of their use. HARP Subterfuge gives new Professions and spells, a guide to creating the perfect thief, advice on using the right skill for the right job, ways in handle stealth and subterfuge goes wrong (and a Player Character winds up in the hands of the law), suggestions on setting up a suitable underworld for any would be thief Player Character, and more. Although it is a supplement for HARP Fantasy, what HARP Subterfuge really does is move away from the ‘high adventure’ of HARP Fantasy and into a legally and morally grey area, inspired as it is Fritz Leiber’s Fafhrd and the Gray Mouser stories as well as The Lies of Locke Lamora and its sequels by Scott Lynch. What this means is that its contents may not be suitable for a high fantasy campaign, but if the Game Master wanted to set her campaign on the mean streets of some city decried as a den of iniquity, then HARP Subterfuge would be the supplement to help her do that.

HARP Subterfuge primarily requires HARP Fantasy, being built around its Ranger, Rogue, and Thief Professions, but it also needs HARP Folkways for the Hunter, the Scoundrel, and Seeker. It typecasts these and the new Professions into three categories—physical, dextrous, and intellectual, and suggests not just ways in which to build them, including skills to prioritise and talents are useful, but also why you might play them. These include Assassin, burglar, Con Artist, Fence, Pickpocket, Pirate, Plunderer (or archaeologist), Ruffian, Spy, Ranger, Scout/Guide, and Wayfarer (or explorer). The new Professions are the Ninja, Nightblade, and Beguiler. The Ninja is obvious in what it does, but the Nightblade is a spy that specialises in movement, distraction, disguise, and poison, whilst the Beguiler is spell user that specialises in mental misdirection, manipulation, and deception, particularly the Sphere of Beguilement. This is coupled with the Racial and Cultural perspectives for all of the Races and Cultures given in both HARP Fantasy and HARP Folkways, as well as adding the Dark Warrens Culture. This represents growing up in a culture with a reputation for crime, sin, and evil. Social class is not ignored, though that does require access to HARP Martial Law.
Similarly, there is advice and a review of skills and Talents useful to thieves and rogues, as well as the new skills, Intimidation and Crafts: Trap Making and Setting, and numerous new Talents, including ‘Backstabbing’, ‘Master Negotiator’, Opportunistic Attacking’, and ‘Thieves’ Insight’. It then shows the Game Master how to apply these skills and Talents as Manoeuvres. Under ‘Tricks of the Trade’ it examines everything from stalking, hiding, and camouflage, perception, and pickpocketing to disguises and infiltration, streetwise, and trickery—and it does so in exhaustive detail. For example, for crafting and setting traps, it looks at the possible difficulties crafting and setting traps, trap components, purchasing readymade traps, improvising traps, snares and lures (or non-lethal traps), and even magical traps. It backs this up with examples of play and interestingly, draws parallels between magical traps and chemical warfare in that they can be particularly deadly, and their use can escalate. However, a similar ethical approach is not applied to the discussion on seduction under its otherwise well done treatment of Influence, which covers rumours, propaganda, bribery, blackmail, and reputation. Each of the ‘Tricks of the Trade’ is treated in similar, detailed fashion, as the ‘Tools of the Trade’, which covers climbing, picking locks, making a getaway, and more.
For poisons, HARP Subterfuge does consider their implications and effects upon culture and society. This includes their use as medicines (depending upon dosage), in mysticism and cults to instil trance, euphoric, or hallucinatory states, in hunting and war—the latter typically held as dishonourable, and in general, their use being regarded as taboo. Of course, this is not going stop the Player Characters or NPCs from using poison, so sources of poison are examined, rules for harvesting and cultivating sources, preparing, and using them are all provided. The later includes applying poisons to weapons, adding them to food, or blowing them as a dust. There is a guide too to ‘Mithridatism’, the immunisation against a certain poison through application or ingestion of tiny doses, as well as tables for the Game Master to create poisons for her own campaign.

The point of ‘Deceptive Combat’ in HARP Subterfuge is that it does not involve what more martial types would call a ‘fair’ fight. Instead of meeting on the battlefield, a deceptive combatant uses every advantage he can—attacking first, ambushes, higher ground, knocking opponents down or stunning them, and so on. Scaling these up and what you have is guerrilla warfare, but either allows weaker or poorly equipped individuals or forces to fight the larger or better equipped. HARP Fantasy Professions which fall under this include the Ranger, Rogue, and Thief, as do the Hunter and Seeker from HARP Folkways, whilst HARP Subterfuge most notably adds the Ninja. ‘Deceptive Combat’ examines various ways in which a combatant will fight less than fair, including dodging, parrying, knocking prone and fighting from prone, taunting, flanking, and more. Then when things get ugly, it also looks at dirty fighting and brawling. Of course, much of this can apply to normal combat too, but it particularly applies to the new Profession of Ninja, which is given a chapter of its own covering Ninja tools, weapons, and martial arts.
Since all Professions in HARP Fantasy can have access to magic, HARP Subterfuge explores several paths via which the stealthy or the cunning can add a touch of magic to their arsenal. These scale up from not actually learning to use spells, but to better use the stored magic in charms, potions, and magical items to actually combining a spell-casting Profession with a Subterfuge Profession, with the new spell-casting Professions in HARP Subterfuge of Beguiler and Nightblade somewhere in between. The supplement examines these in turn, also adding lists of spells from other Spheres that will be useful to subterfuge Professions (some of which come from HARP College of Magics). There are useful lists too, of spells granted by their deity, such as a god of trickery or god of secrecy, for the Cleric/Thief Profession combination, and lastly, the ‘Sphere of Shadows’. This is for the Nightblade Profession and includes spells from the Spheres of Necromancy and Elementialism from the HARP College of Magics, as well as new spells particular to the Nightblade, such as Acute Senses, Phantasmal Duplicates, and Nightblade’s Focus, the latter enabling the Nightblade to enter into a trance state with his weapon to enhance his skill.
The last part of HARP Subterfuge looks at subterfuge and society. This includes its criminal elements or underworld, described here more as an overlay (or as it alternatively suggests, an ‘underlay’) which may or may not dominate a bad part of town. The Streetwise skill is what needs to know in order to get around either and who he might know such as informants, fixers, and fences, plus of course, who is in charge at any one time and who wants to be. This includes organisations too, from the classic fantasy thieves’ guild and rural to heist teams and spy agencies. Amongst these are nomadic groups, suggesting that not all members of a nomadic group engage in subterfuge and gypsies as an example. This is problematic as it veers towards stereotyping, and whilst ultimately that may come down to their portrayal by the Game Master, this could have been addressed in the book. ‘Robin Hood and his Merry Men’ are given as example of a rural organisation, complete with gaol and purpose, membership requirements, group structure, means and methods, which is a pleasing counterpart to the more generic treatment of a thieves’ guild that follows. It is more structured though, as you would expect in a classic fantasy roleplaying sense, and it provides a template that the Game Master can use or adjust as is her wont. There are sections too on loot that a thief might steal, the amount or type depending upon the wealth of the society he is preying on. It includes some new magical items like the Dagger of Silent Screams that five times a day dulls all sound with a foot, including screams and the Gloves of Finnius ‘Four-Thumbs’ (a nice gaming reference there) which an extra thumb, taken from the dead body of a master thief, sown into a finger outside the little finger! The gloves need time to adjust to, but give a bonus to pickpocketing and picking locks, but reducing the wearer’s chance of fumbling in combat!

Of course, the downside to carrying out acts of subterfuge is that a Player Character can get caught. HARP Subterfuge does not simply look at the ways in which a thief might be caught, treated by the legal system—if any, and if found guilty, punished, it asks what constitutes a crime taking into consideration a society’s norms, customs, and laws, and how that can affect a Player Character. It looks at these from point of view of the different Races from both HARP Fantasy and HARP Folkways, as well as what each generally thinks of capital punishment (important, because historically in the medieval-style cultures that fantasy roleplaying games are based, capital punishment was the punishment de jour). Although there is a decision tree that the Game Master can follow to make a quick and dirty ruling—based on the offender’s relation to a group, the justice he faces, the offender’s criminal history, object of the crime and the means, and more—there is no one size fits all system here and ultimately, the Game Master will need to design a justice system to fit her campaign, and possibly more than one, if the campaign focuses on thievery and subterfuge. In response to thieves, there are some suggestions as to possible countermeasures that the law-abiding and/or the rich can take to prevent the theft of their valuables.

Penultimately, and surprisingly, HARP Subterfuge steps away from the mechanics of playing a Thief or subterfuge-type character to look at the ethics—the principles behind right and wrong behaviour, and the morals—the attitude and behaviour of the individual. Backed up by examples, this examines how some actions and outlooks of certain Player Character types can be perceived as negative and ultimately affect both the other players and the other characters. This stems from that the fact that the character type in HARP Subterfuge is stealing or being underhanded, which in today’s society is regarded as immoral in the first case and at least frowned upon in the second. After all, the character type that is likely to be the most selfish is the Thief and if that extends to theft from the rest of the party, that can have consequences in and out of the game. Really, what the section is doing is suggesting that the Game Master and her players consider the personal versus group dynamics of the party and set boundaries in terms of what their characters will and will not do. Of course, not every group of players is going to want to address this or even feel the need to do so, but it is there if they do. Certainly, for some groups, it is definitely something to think about.
Lastly, HARP Subterfuge includes an appendix that outlines the long con, which like earlier chapters, looks at different applicable Professions and skills and Talents, how the different Races and Cultures regard them, how to handle the Manoeuvres necessary to carry one off, all the way down to the ethics and morals involved. This is a great addition to the rest of the book, since it sets up the possibility of a mini-campaign focused on a single job in which the Player Characters prey upon the trust and/or greed of others, but emphasising verbal interaction as much as physical action, if not more.

Physically, HARP Subterfuge is neat and tidy. The artwork varies in quality, and in the main, this is a text-heavy book with a lot of detail. This does not mean that it is hard to read by any means. Notably, each chapter is headed by a suitable quote and their sources are listed at the front, so the reader can use them as a bibliography.
How much use a playing group will get out of HARP Subterfuge will depend upon how much it focuses on the activities of the Thief Profession and other subterfuge-based Player Characters. There is content here that will always be of use to the Thief of the classic fantasy roleplaying, whether that is the ‘Backstabbing’ Talent or the use of various Manoeuvres like climbing, laying traps, and picking locks, all of which are described in detailed fashion. Beyond this, there is plenty here that will really benefit a Thief- or subterfuge-focused campaign, perhaps providing almost too much for the Game Master to work through and take into consideration when setting up such a campaign. Ultimately, HARP Subterfuge is the definitively exhaustive sourcebook for thieves and other ne’er-do-wells for HARP Fantasy, with plenty of ways to add variations upon the classic thief- or rogue-type character to an ongoing campaign or focus upon them for the entirety of the campaign.

Solitaire: Jude’s World

From the outset, Jude’s World faces a challenge in terms of the audience it will not appeal to. Not because it is a bad game, but rather because of its subject matter. It is a solo storytelling and journalling game, and over the two decades that the hobby has had storytelling games, they have generally dealt with generally non-commercial subject matters in a fairly direct manner. These have included love, betrayal, survival, community, mysteries, loyalty, magic, and many more. Jude’s World though, deals with divorce. And for a sizeable percentage of the gaming community—as in society, in general—that may be too sensitive a subject matter, especially one to turn into a game. And that is whether they were a child whose parents separated and divorced or an adult who has a child and goes through a divorce with a partner. For others though, Jude’s World may be as fantastical a concept as going down a dungeon and fighting monsters. More interestingly though, Jude’s World has also been written in response to the Walt Disney film, The Parent Trap, both the original 1961 version and the 1998 remake, which the author describes as being a very conservative view of marriage and relationships. This in addition to the quite bonkers nature of the films’ plot (and the German book it is based upon, Lisa and Lottie, by Erich Kästner).

Jude’s World is published by Button Kin Games, best known for its collaboration with the excellent Odd Jobs: RPG Micro Settings Vol. I and it requires nothing more than a means to record the player’s progress, two six-sided dice, and a deck of Tarot cards. In Jude’s World, the player takes the role of twelve-year-old Jude, writing a diary about the breakdown of the marriage of their parents, Mika and Jamie, and then their effort to get them back together again. Essentially, just like The Parent Trap, but without a twin. Of course, a player need not roleplay Jude and need not set their efforts in the default period of the here and now for Jude’s World. The player is free to assign whatever names he wants and set his playthrough where and whenever he wants.

Jude and their parents are very lightly defined. In fact, it comes down to the single sentence, ‘Jude is XXX, who XXX’, where the ‘XXX’s are defined by the player’s initials and those of his favourite teenage icons. So, for example, mine would be ‘Jude is a philosopher, who loves movie nights’, whilst those for Jude’s parents would be ‘Mika is social butterfly, who speaks multiple languages’ and ‘Jamis is a goody two shoes, who wants to go to space’. Besides this, Jude has a stat called ‘Teen’ which measures their progress from pre-teen to teen and rated from zero to five, beginning at zero. Their parents have ‘Hearts’ and ‘Hurts’. ‘Hearts’ runs from one to five and starts at one, and represents the love that Mika and Jamie had for each other. ‘Hurts’ runs between one and three, starts at two, and represents the pain they have caused each other. If it rises to three, Mika and Jamie have a fight and lose two Hearts! Ultimately, the aim of Jude’s World is for Jude to get her parents back together, indicated by increasing their parents’ ‘Hearts’ to five, whilst increasing their ‘Teen’ value represents their increasing maturity.

Set-up begins by having Jude ‘Build a Life’. This is done by creating a nine-card Tarot spread, roughly shaped like a house, that indicate what Jude and Mika care about apart from Jude, how they met and what drew them together, obstacles they overcame and what they sacrificed to have Jude, a personality trait for Jude, what Jude’s happiest memory of their family is, and what they know about their parents’ break up. This represents the past for Jude, whilst her future is defined by having her ‘Rebuild a Life’ using the same nine-card Tarot spread.

As he draws the Tarot cards, the player will interpret and use them to tell the story of Jude’s efforts to get their parents back together. The Minor Arcana consist of Pentacles representing wealth and work; Cups emotions, health, family, and friends; Swords are intellect and school; and Wands are creativity and hobbies. The Major Arcana, such as Death, The Sun, and Justice represent major milestones. ‘The Fool’, ‘The Magician’, and ‘The High Priestess’ form the Twists stack, whilst three Minor Arcana form Jude’s Keepsakes stack. It is not a matter of drawing a single card each time, since that would produce a build which could be interpreted as a story, but which was wholly random. Instead, the player draws three cards on a turn. One he keeps, the others he returns randomly to the deck. The drawn cards represent different aspects of Jude’s life and that of their parents. Numbered Minor Arcana are Keepsakes, such as ‘A picture of an old house’ or ‘A teddy bear holding a stuffed heart’, that their parents once held dear and which Jude uses to strengthen the emotional effect of the Traps they will lay for them. Face Minor Arcana are a foil or an accomplice, part of Jude’s life, such as a popular and ambitious older teen for ‘Knight of Cups’ or an authoritative, determined adult for the ‘King of Swords’. An accomplice will help Jude get their parents back together, whilst a foil will not. Major Arcana are Twists, big events in Jude’s life, such as standing up to a bully for ‘The Chariot’ or running away for the night for ‘The Fool’. Effectively, these are all prompts and all handily listed in Jude’s World, which the player is using to tell and then record Jude’s efforts.

There are twin drives to Jude’s World and the key them are the Twists, which can either be picked or used to ‘Spring a Trap’. Picking a Twist, a big event in Jude’s life, increases their Teen score and their maturity, whereas a Twist is used along with three Keepsakes to ‘Spring a Trap’. The player uses a Twist and three Keepsakes to trigger a Trap and then rolls for the results on the table. An Accomplice or a Foil add a bonus or penalty to the roll if present. Results vary widely. A ‘Failure’ increases Hurt by one. A ‘Partial Success’ gives three options—adding a Heart and changing an Accomplice to a Foil; increase Heart and Hurt by one each; or reduce Hurt by one. A ‘Full Success’ increases Heart by one. An ‘Outstanding Success’ also increases Heart by one and adds further options of turning a Foil into an Accomplice, Reducing Hurt to zero, or increasing Heart by one again. The three Keepsakes are discarded, as is the Major Arcana used for the Twist if the result was a failure. On any degree of success—Partial, Full, or Outstanding— the Major Arcana is added to the ‘Rebuild a Life’ spread.

Mechanically, the flow and aim of the game is to build up enough Minor Arcana as Keepsakes and one or more Major Arcana as Twists to set a Trap for Jude’s parents to make them remember what was good about their relationship and why they got together in the first place, and to try get them back together again. The player will do this multiple times, working to fill in the nine-card ‘Rebuild-a-Life’ spread. Thematically, the player is recording the story of how this happens and what the outcome is, as well as making discoveries about Jude’s parents using the cards of the Tarot deck together with the prompts listed in the book.

Also thematically, the player is exploring his past. Primarily, his memories of being both a pre-teen and a teenager, but also the breakup of his parents’ relationship and his reaction to that—if that happened. There is a degree of intimacy to both, meaning that the play of Jude’s World is potentially more personal and even more painful than other roleplaying games, even storytelling ones. Plus, that intimacy can be exacerbated because Jude’s World is played alone and the player is not just drawing upon personal thoughts and recollections, but considering them and writing them down. Of course, a player need not draw on his past so heavily or even at all, perhaps playing Jude’s World inspired more directly by the tone of The Parent Trap than is Jude’s World itself. That said, the potential remains. Of course, as the author points out, Jude’s World is not intended and should not be used as therapy.

Physically, Jude’s World is a decently presented book. The cover is striking, but whilst decent enough, the internal artwork is more functional. The layout of the book as a notebook with coloured tabs down the side is appropriately effective.

Jude’s World is a well designed and thought out game that showcases the types of stories that possible within the storytelling genre. This is a coming-of-age story, one of the trauma of family break-up, but also an attempt to repair that trauma and put the family back together. It also offers flexibility in how a player approaches its play and replayability in the use of the Tarot deck and the prompts in the book. However, its degree of intimacy and the feelings and memories it can engender make it less of a comedy, coming-of-age drama for some players than the author intended.

Friday Fantasy: Well of the Worm

War has come to the plains of Barrowdown again and again. The farmers would sow their crops every spring only for the barons and their armies to clash in the fields and cut down the wheat and the barley by the end of summer, the fields wet with blood rather than rain. Come the autumn and the winter, there have been years when the only way for farmers to survive is to harvest the corpses left in the armies’ wake, stripping them of their arms and armour and selling them to would be adventurers and mercenaries. Yet years and years of battles have sown the ground with rusted weapons and old bones and no field can be ploughed without churning over the dead and the detritus of war and forgotten conflicts. The locals had long learned to adapt to the fights and their consequences that were far above their status, but they were ill-prepared to face a danger that burrowed up out of the blood-drenched earth and the long past—War-Worms! In the very long past, the world was ruled by mammoth war-worms to which man made blood sacrifices, but that time has long since passed and is now forgotten. Only for the wizard, Solom Quor, to discover one of these War-Worms on the battlefields near Barrowdown and answer its call. Now he worships the War-Worm as the Mother of Worms, both twisted mentally and physically by his adoration, and directs freshly bred War-Worms upon the peasantry of the plains! Now, in the dead of night, the War-Worms burrow up out of the earth and feed upon the blood of peasants as they sleep, leaving the victims drained and worse, ready to rise in the morning as undead hosts large worms with the faces of tormented men!

This is the set-up to Dungeon Crawl Classics #76.5: Well of the Worm, a scenario published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. It is designed for a party of four to six First Level Player Characters and has both a quick set-up time and a quick playing time. It can easily be played in a single session and prepared in less than hour. That set-up also makes it easy to add to a campaign, the Judge only needing to locate the warring baronies in her setting and have that somewhere where the Player Characters might be passing through. The scenario itself was a special print release for Gen Con 2013, but even then, it was not new. This is because it is based on an earlier scenario that appeared in the pages of Dungeon Crawl Classics #29: The Adventure Begins, the anthology of First Level adventures published in 2006 by Goodman Games for use with Dungeons & Dragons, 3.5. Here it has been updated for Dungeon Crawl Classics, and whilst it is designed for First Level Player Characters, it could also be run as ‘Character Funnel’, the classic feature for the Dungeon Crawl Classics Roleplaying Game in which initially, a player is expected to roll up three or four Zero Level characters and have them play through a nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class.

The scenario provides three hooks to get the Player Characters involved as well, but it starts at the village well from which the local wise woman says that the War-Worms are emerging from underground. From the start, the adventure is claustrophobic and has an unnaturally sticky, mucus encrusted feel to it, confirmed as the Player Characters climb down the well and War-Worms burrow out of the walls and drop onto the climbers below. It leads to a creepy uncertainty about the environment the Player Characters are in and the fear that anything might explode out of the walls at them at any moment. It has the feel of, and is obviously inspired by the film Aliens, which is further confirmed when the Player Characters discover corpses of some of the villagers trapped in the walls by congealed mucus and incubated into War-Worm Zombies! (The first of the scenario’s two handouts depict this horrid discovery.)

There are some other entertaining encounters too, such as worm pits with War-Worm Zombies on the catwalks above, stirring the great vats of worms, who upon seeing the Player Characters will attempt to knock them into the pits! A stockade holding villagers gone mad during their imprisonment and having turned feral, will take their fury out on the Player Characters. Then there is the War-Worm Ogre Zombie right at the end, a failed, stitched-together experiment by Solom Quor that has left it blind, legless, and enraged. As a consequence, it is slow, only able to crawl about and lash out wildly in a random direction. A Warrior or a Dwarf with a slashing weapon can target the thing’s stitches with a Mighty Deed to inflight extra damage. It is a pleasingly different end of scenario boss fight style encounter.

Although small, there is a pleasing sense of verticality to Dungeon Crawl Classics #76.5: Well of the Worm and some surprising variety to the eight locations it is comprises, even though all are covered in slime and crusty with dried ooze. It also has a great atmosphere for such a short dungeon, but its length means that there is little room for more than straightforward exploration and a lot of combat. There is no real opportunity to roleplay in the scenario and no-one to roleplay with, since Solom Quor is not interested in talking. Plus, the Player Characters never really get to interact with the great background of regularly warring baronies.

Physically, Dungeon Crawl Classics #76.5: Well of the Worm is decently presented. The writing is good, the artwork is decent, and the handouts are better. The map is great, imparting much of the scenario’s atmosphere.

Dungeon Crawl Classics #76.5: Well of the Worm leans into the pulp horror of the Dungeon Crawl Classics Roleplaying Game, lending it a creepy, claustrophobic atmosphere that everyone is going to be familiar with. It is a solid filler dungeon, easy to prepare, and heavy on combat, so easy to run in a single session.

The Other OSR: The Thing from the Swamp

On the edge of civilisation lies Lake Onda, pregnant with rain, its waters ready to break. Already, they gulp at its banks, choking the earth and saturating the trees and the plants and subsuming them into a mire that spreads and spreads. The inhabitants of the surrounding villagers eke out what life they can, drowning from the moment they were born on the hot, moist air, never knowing the comfort of a respite from the rot and the stench. The lucky few escapes to a life of poverty elsewhere, free of their sodden origins. The unlucky few falls prey to a coalescence of mouldering vegetation and undergrowth into a brain sparked into life by the violent storms that wrack the skies above the lake, its only feeling being one of hunger. The villagers only know it to be something foul and want it ended. King Fathmu’s royal biologist wants a cutting from the creature for his gardens. Some have had visions of a nascent godling born in the swamps and know they would be well rewarded were they to nurture and protect it to its intended status. There is said to be a temple in the swamp with an entrance to the underworld where great riches lie ready for the taking. The right flowers of the swamp can be harvested for useful remedies.

This is the set-up for The Thing from the Swamp. Published by Loot the Room, this is a scenario for Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. The scenario focuses not on the swamp, but on the remains of a building that has slumped into the swamp and what lies underneath its cracked roof. This is a complex of rooms dedicated to researching and testing the creature that lives in the fetid caves beyond, that with the building’s collapse have succumbed to the stagnant waters of the swamp, the walls pierced with tough roots and dripping slime and mould, the air thick with spores ready to infest the lungs.
The remnants of the research and experimentation can be found throughout the complex, but they are not the only things to be found in the waterlogged ruins. There are riches to be recovered—but this is a scenario for Mörk Borg, so not very much, and the fabled flowers to be harvested, but there are also signs of Frankenstein-like experiments too and encounters with various parties with an interest in the creature, perhaps to capture it, perhaps to kill it, and there is also a worshipper of the creature, bidden to tend unto godhood. Most of these will be encountered at random. Perhaps the strangest thing that the Player Characters will find is ‘The Walker’, a mobile mecha suit powered by a human heart, which could be used to attack the creature, but is almost as dangerous to operator as it is to anyone it attacks.
As atmospheric as The Thing from the Swamp is, it is poorly set up. Like other scenarios for the Old School Renaissance, it is designed for emergent play, but it suffers from emergent comprehension too. In other words, the elements of the story that can come into play as the Player Characters explore the complex, also emerge as the Game Master reads the scenario. This is poor design that hinders the Game Master’s preparation efforts. The Game Master should have been given this information upfront as a necessity. However, the technological elements of the scenario, including the obvious signs of pseudo-scientific research being conducted in the complex and ‘The Walker’, make the scenario far more flexible than one would think. Of course, it is easy to plonk almost anywhere remote on the island of Tveland, the default setting for Mörk Borg, but with adjustments, The Thing from the Swamp could work just as well with CY_BORG or Pirate Borg.
Physically, The Thing from the Swamp is well presented. There are some nice touches away from the scenario such as its content warnings being presented as The British Board of Film Classification film classifications from the 1970s. Away from this, the layout is clean and tidy with the map presented on each two-spread marked with the locations being described. It is light on artwork, but the descriptions make up for that. It does need an edit though.
The Thing from the Swamp is an atmospherically soggy dungeon whose secrets will emerge as the Player Characters explore, though they should have been signposted earlier for the Game Master. It otherwise is a classic self-contained dungeon for Mörk Borg, easy to add to a campaign or run on its own.

Miskatonic Monday #394: Hot Bro Summer

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Name: Hot Bro SummerPublisher: Chaosium, Inc.
Author: Rina Haenze & Evan Perlman

Setting: West Coast, USAProduct: One-shot
What You Get: Twenty-five page, 2.37 MB Full Colour PDF
Elevator Pitch: “Now you watch reality TV, you watch them in all those pools or Jacuzzis, and I say to myself, was I that stupid? But that was me then.” – Marcel DionnePlot Hook: A reality television series that is really going to work the body beautifulPlot Support: Staging advice, six pre-generated Himbos, two NPCs, six Mythos monsters, and a bevy of ‘Hot Young Things’.Production Values: Serviceable
Pros# Narcissistic horror in front of the world’s cameras (and beyond)# Body beautiful versus body dysmorphic disorder# Can the himbos be the heroes?# Dysmorphophobia# Venustraphobia# Androphobia

Cons# Some players are going to need ‘How to Himbo’ guide# Single session stress test# No house floorplans# Needs a slight edit
Conclusion# Himbo Horror! Mythos horror! Reality television! Which is worse?
# Quite possibly the biggest roleplaying challenge your players will ever face, bro!

Miskatonic Monday #393: From the Library of the Playhouse

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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It is true to say that titles such as De Vermis Mysteriis, Unaussprechlichen Kulten, and of course, The Necronomicon lurk in the darkest corners of our collective gaming consciousness—and even beyond that, promising knowledge and power of the most profound and revelatory nature. Each exposes truths as to the nature of the cosmos and humanity’s place within that cosmos and the power to manipulate the cosmos, as well as the secrets of those who seek such power, who despite the revelations of humanity’s insignificance in cosmos still want to lord it over them, and who want to manipulate the universe in ways that no sane man would. Yet they also offer salvation if the reader is prepared to pay the price to his equilibrium and overcome the difficulty of finding and gaining access to works of such a dreadful and blasphemous nature that they have in the past, been banned, burned, locked away, or simply hidden. Let alone the fact that such a book might require the reader to know Latin, Ancient Greek, Arabic, or an obscure or lost language in order to read it. For as much as they offer truths that can set a man on the road to arcane and awful power, they may offer another man the means to thwart those who would tread such a path. Drawn from the imaginations of authors including H.P. Lovecraft, Robert E. Howard, and Ramsy Campbell, they have appeared in fiction numerous times and in gaming likely as many times, if not more. The influence of Call of Cthulhu in spreading the names of such Mythos tomes cannot be underestimated and perhaps the best sourcebook for describing what they are, what their significance is, and what they contain, remains The Keeper’s Companion vol. 1.

From the Library of the Playhouse: a catalogue of Mythos tomes presents another sixty-five new titles that lie in wait, ready to illuminate, inform, and inculcate the overly curious and the immoderately ambitious. Most entries in the supplement are a page long each and most are illustrated, often to chilling effect such as the Prophecies of Cizin, written in Myan glyphs incised on human skin whilst the owner was still alive and later flensed, the illustration showing that skin hanging up.
Every tome is given a title and details of the language it was written in, who wrote it, and when. This is followed by a detailed description and the roleplaying game stats. They include the ‘Sanity Loss’ incurred for reading the book and the possible amount of ‘Cthulhu Mythos’ skill gained in the process, both the amount gained from an initial reading and later prolonged study. The ‘Cthulhu Mythos Rating’ represents the percentage chance of a reader finding a specific reference in a Mythos tome, whilst ‘Study’ is the actual needed to read the tome from start to finish. ‘Suggested Spells’ gives the spells that might be found in a Mythos tome, for which the Keeper will need access to the Call of Cthulhu Keeper’s Rulebook. In addition, The Grand Grimoire of Cthulhu Mythos Magic will also be useful. Some entries have their own spells, new to Call of Cthulhu, Seventh Edition. Lastly, each entry is categorised according to its ‘Rarity’ from ‘Common’—available in most book shops or libraries, to ‘Unique’—there only being one known copy.
The supplement is organised by era. These are Prehistoric (before 3000 BCE), Ancient (3000 BCE–499 CE), Medieval (500–1499), Early Modern (1500–1799), Late Modern (1800–1945), and Contemporary (1946 to present). The collection opens with Echoes of Eternity, the billions of years old pattern within the radiation left over from the Big Bang that might truly be understood only by reading the notes made by the Mi-Go and if thoroughly read might end in the instant death of the reader and ends with the Unknown Data Crystal found in the Polaris system in the twenty-third century that if meditated upon, will give answers to astronomical or navigational questions. In between, The Writing on the Wall can be found on great blocks of marble in the Australian desert, written in languages from far away, but encoded within is a hidden message that if read, will swap the reader’s mind of the Yithian scientist who wrote and allow him to escape his species’ doom; the Incolae Profundorum, a book found in the wake of the Venice floods of 1966 and which to this day remains damp and smelling of mould and salt and which describes the great benefits of aquatic civilisations; and the Isi Aldranna, the Norse runes carved into the hull of a Viking longship found quite well preserved found in an ice cave that tell the story of its great voyages, the inference being that they took the crew far beyond given that one of the spells it imparts is Brew Space Mead! There are versions of Marlowe’s Doctor Faustus and Edmund Spenser’s Excursions into Faerie, and even The Book of Uncommon Prayer, whilst Le Culinaire Macabre is a book of macabre recipes written by the notorious ‘Cannibal Chef of Lyon’ that if cooked and eaten provide surprising benefits. Zimmer’s Marchen is a coda to Grimm’s Fairy tales, providing very much darker interpretations of the German folktales; Quaint and Curious Tales of Bodmin Moor collects Cornish tales of witches and the Devil and causes the reader to dream after reading a story of being visited by a witch, different each time, who offers the dreamer a new spell; and Brearley's Railway Time Tables and Assistant to Railway Travelling for September 1892 is so comprehensive a collection of railway timetables and local travel details that includes routes and stations that do not yet exist and includes the spell Ghost Train! Jahrila Phool—or Flowers of Death—is a cheap pulp novel in Hindi that imposes its plot upon the reader’s life; Hawker Brothers Ltd.’s Super Fun Party Time Activity Book is a children’s puzzle book with bizarre geometric join-the-dots puzzles (example included) and Oперация Mышеловка—or Operation Mousetrap—is set of microfilm canisters containing kompromat material on a large number of foreign dignitaries, celebrities, and world leaders performing unspeakable rites from just up until Glasnost and subsequently lost in the fall of the Soviet Union. Perhaps the weirdest is Nettleton’s Gourmet Alphabet Soup, a cheap, but popular brand of alphabet pasta shapes in tomato sauce that when heated forms messages of either forbidden knowledge or tips for cooking the perfect soup! The most delightful entry is An Ultharian Treasury: Prose and Poesy of Catkind, a collection of songs, stories, and poems from the literary and folk traditions of the Cats of Ulthar from The Dreamlands, all telling of their triumphs over the vile entities of the Mythos and meant to impart lessons of morality or practicality to young kittens. Of course, such tales are best appreciated when performed orally and in the language of Cat!
Threaded through the supplement, effectively serving as chapter or era breaks, is Ex Libris. This is a classic cautionary story of the dangers of taking too much of an interest in strange books. The conceit is that it takes place at the same theatre where the Miskatonic Playhouse—actually a podcast that performs content from the Miskatonic Repository—performs its plays. In addition, the first of two appendices summarises all of the Mythos tomes in the book, whilst the second provides a set of tables to ‘Build Your Own Tome’.
The second appendix does highlight the issue with From the Library of the Playhouse. One of the tables allows a Keeper to roll for the affiliation of the Mythos tome. However, there is no such affiliation listed for actual entries in the supplement, which would have made them easier to use. Physically, From the Library of the Playhouse is well presented and laid out, though it does need an edit in places.
From the Library of the Playhouse: a catalogue of Mythos tomes is an engaging showcase of invention and creativity. Its entries are as much additions to the Mythos as new iterations of it and its influence, but above all, it is a collection of potential hooks that might spur further creativity on the Miskatonic Repository. There in lies a challenge. How many of its entries will form the basis of new scenarios?

Miskatonic Monday #392: Calamity in Drywater Canyon

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Name: Calamity in Drywater Canyon: A Wild Wet Call of Cthulhu ScenarioPublisher: Chaosium, Inc.
Author: Raul Longoria

Setting: Texas-New Mexico border, 1870sProduct: Scenario
What You Get: Twenty-one page, 27.28 MB Full Colour PDF
Elevator Pitch: Butchery in the Badlands will lead to blood!Plot Hook: Opportunities aplenty, but frontier fears face the unwaryPlot Support: Staging advice, six pre-generated Investigators, three NPCs, two handouts, two maps, and four Mythos monsters, and a horse.Production Values: Serviceable
Pros# Invasion of the cannibal zombies in the Wild West!# Open rather than plotted investigation# Can be run using Down Darker Trails: Terrors of the Mythos in the Old West# Combat focus suggests that Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos could be an alternative rules set# Osophobia# Speluncaphobia# Kinemortophobia

Cons# Open investigation will careful handling by Keeper# No backstory for the Investigators

Conclusion# Hell comes to take a bite out of Drywater# Rootin’ tootin’ shootin’ brawlin’ showdown against the forces of evil!

Miskatonic Monday #391: Where Dreams Take Root

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Name: Where Dreams Take Root: A 1930s Call of Cthulhu ScenarioPublisher: Chaosium, Inc.
Author: Matt ‘Doc’ Tracey & Keeper Doc

Setting: 1930s Miskatonic UniversityProduct: Scenario
What You Get: Fifty-two page, 91.36 MB Full Colour PDF
Elevator Pitch: Invasion of the Body Snatchers meets Little Shop of HorrorsPlot Hook: An ‘unofficial academic assignment’ turns into a nightmarePlot Support: Staging advice, five pre-generated Investigators, seven NPCs, ten handouts, five maps, two Mythos tomes, and four Mythos monsters.Production Values: Excellent

Pros# Sweaty sense of unreality amidst academic ambition
# Excellent addition to any Miskatonic University-based campaign# The Dreamlands as a threat, not a destination# Almost psychedelic thirty years early # Can be run as part of A Time to Harvest: Death and Discovery in the Vermont Hills – A 1930s Era Campaign Across New England and Beyond# Oneirophobia# Anthonophobia# Botanophobia

Cons# Needs a slight edit# No bungalow map
Conclusion# Paranoid puzzler turns into hothouse horror
# Unreal treatment of the ‘plant as invasive force’ theme
# Reviews from R’lyeh Recommends

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